U.S. patent number 7,727,117 [Application Number 11/372,231] was granted by the patent office on 2010-06-01 for method and apparatus for operatively controlling a virtual reality scenario with a physically demanding interface.
This patent grant is currently assigned to IALabs-CA, LLC. Invention is credited to Philip Feldman, Greg Merril.
United States Patent |
7,727,117 |
Feldman , et al. |
June 1, 2010 |
Method and apparatus for operatively controlling a virtual reality
scenario with a physically demanding interface
Abstract
A safe, physically demanding interface device for children or
other users to play video games according to the present invention
includes a base and a joystick or control rod. The base supports a
significant portion or the entirety of the child weight (e.g.,
supports a child in a seated or standing position), while the
joystick is manipulable by the child to play the games. The device
is configured to force the child to utilize many of the large
muscle groups to interact with the game. Since the child weight is
supported by the base, the interface device is stable (e.g.,
unlikely to tip or move) and, therefore, provides for safe,
compelling video game play for users either alone or with other
users.
Inventors: |
Feldman; Philip (Catonsville,
MD), Merril; Greg (Bethesda, MD) |
Assignee: |
IALabs-CA, LLC (Potomac,
MD)
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Family
ID: |
38067969 |
Appl.
No.: |
11/372,231 |
Filed: |
March 10, 2006 |
Prior Publication Data
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Document
Identifier |
Publication Date |
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US 20060205565 A1 |
Sep 14, 2006 |
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Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
Issue Date |
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10975185 |
Oct 28, 2004 |
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10806280 |
Mar 23, 2004 |
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10309565 |
Dec 4, 2002 |
7121982 |
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60514897 |
Oct 29, 2003 |
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60739915 |
Nov 28, 2005 |
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Current U.S.
Class: |
482/8; 482/902;
482/9; 482/1 |
Current CPC
Class: |
A63B
24/00 (20130101); A63B 23/12 (20130101); G06F
3/011 (20130101); Y10S 482/902 (20130101); A63B
2220/54 (20130101) |
Current International
Class: |
A63B
71/00 (20060101) |
Field of
Search: |
;482/1-9,900-902
;434/29,247 |
References Cited
[Referenced By]
U.S. Patent Documents
Foreign Patent Documents
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9192261 |
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Jul 1997 |
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9325674 |
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Dec 1997 |
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Sep 1999 |
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JP |
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Apr 2002 |
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JP |
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2002126019 |
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May 2002 |
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JP |
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9111221 |
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Aug 1991 |
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WO |
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0057387 |
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Sep 2000 |
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WO |
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2007062237 |
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May 2007 |
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WO |
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Primary Examiner: Richman; Glenn
Attorney, Agent or Firm: Edell, Shapiro & Finnan,
LLC
Parent Case Text
CROSS-REFERENCE TO RELATED APPLICATIONS
This application is a Continuation-In-Part of U.S. patent
application Ser. No. 10/975,185, entitled "Configurable Game
Controller and Method of Selectively Assigning Game Functions to
Controller Input Devices" and filed Oct. 28, 2004 now abandoned,
which is a Continuation-In-Part of U.S. patent application Ser. No.
10/806,280, entitled "Game Controller Support Structure and
Isometric Exercise System and Method of Facilitating User Exercise
During Game Interaction" and filed Mar. 23, 2004 now abandoned,
which is a Continuation-In-Part of U.S. patent application Ser. No.
10/309,565, entitled "Computer Interactive Isometric Exercise
System and Method for Operatively Interconnecting the Exercise
System to a Computer System for Use as a Peripheral" and filed Dec.
4, 2002 now U.S. Pat. No. 7,121,982. Moreover, U.S. patent
application Ser. Nos. 10/975,185 and 10/806,280 further claim
priority from U.S. Provisional Patent Application Ser. No.
60/514,897, entitled "Configurable Game Controller and Method of
Selectively Assigning Game Functions to Controller Input Devices"
and filed Oct. 29, 2003. In addition, the present application
claims priority from U.S. Provisional Patent Application Ser. No.
60/739,915, entitled "Method and Apparatus for Operatively
Controlling a Virtual Reality Scenario with a Physically Demanding
Interface" and filed Nov. 28, 2005. The disclosures of the
above-identified patent applications are incorporated herein by
reference in their entireties.
Claims
What is claimed is:
1. A user interface device enabling a user to perform a physically
demanding activity to manipulate a virtual reality scenario
comprising: a base in the form of a platform and including a top
surface to directly support a user thereon; an elongated rod
attached to said base via a sleeve arrangement and manipulable by
said user to control said virtual reality scenario, wherein said
sleeve arrangement includes a stub disposed on said base and at
least one sleeve disposed over said stub and receiving said
elongated rod therein, and wherein the quantity and elasticity of
said at least one sleeve controls an amount of user force required
to manipulate said elongated rod; and a sensing unit to measure
manipulation of said elongated rod by said user; wherein said base
includes a processor coupled to said sensing unit to process data
relating to said measured manipulation to facilitate control of
said virtual reality scenario in accordance with said manipulation
of said elongated rod by said user.
2. The device of claim 1, wherein an upper portion of said
elongated rod includes a knob with an input device disposed on a
knob top surface to enter information to control said virtual
reality scenario.
3. The device of claim 1 further including a reset button to reset
said user interface device.
4. The device of claim 1 further including: resistance controls to
selectively adjust an amount of user force required to manipulate
said elongated rod to control said virtual reality scenario.
5. The device of claim 1, wherein said base top surface includes a
recessed portion to contour a user body portion in a seated
position.
6. The device of claim 1, wherein said base accommodates a user in
a standing position and further includes at least one input device
disposed on a base top surface and actuable by user feet to enter
information to control said virtual reality scenario.
7. The device of claim 1, wherein said processor generates said
virtual reality scenario and controls that scenario in accordance
with said manipulation of said elongated rod by said user.
8. The device of claim 7, wherein said user interface device is
directly coupled to a monitor to display said generated virtual
reality scenario.
9. The device of claim 1, wherein said processor transfers
information including said processed data to a host processing
system generating said virtual reality scenario to control that
scenario in accordance with said manipulation of said elongated rod
by said user.
10. The device of claim 9 further including: a cable with a
plurality of connectors, wherein at least two connectors are
configured to couple said user interface device to different host
processing systems.
11. The device of claim 1, wherein said elongated rod is
constructed of at least one of plastic, rubber, foam and a padded
material to prevent injury to a user during manipulation of said
elongated rod.
12. The device of claim 1, wherein said elongated rod is
lightweight to enable said elongated rod to produce forces at or
below approximately seventy foot pounds to prevent injury during
manipulation by said user.
13. The device of claim 1, wherein said sensing unit includes: at
least one strain gauge each to measure strain applied to said
elongated rod along a corresponding axis to determine manipulation
of said elongated rod.
14. The device of claim 1, wherein said sensing unit includes: a
plurality of switches disposed at particular locations and
selectively actuable in response to manipulation of said elongated
rod, wherein said locations of actuated switches indicate said
manipulation of said elongated rod.
15. The device of claim 1, wherein said virtual reality scenario
includes a video game scenario.
16. The device of claim 1, wherein said elongated rod is removably
attached to said base.
17. A user interface device enabling a user to perform a physically
demanding activity to manipulate a virtual reality scenario
comprising: a base in the form of a platform and including a top
surface to directly support a user thereon; an elongated rod
attached to said base and manipulable by said user to control said
virtual reality scenario; and a sensing unit to measure
manipulation of said elongated rod by said user, wherein said
sensing unit includes: at least one identifier disposed on said
elongated rod; and an image capture device to produce images
including said elongated rod; wherein said base includes a
processor coupled to said sensing unit to process data relating to
said measured manipulation to facilitate control of said virtual
reality scenario in accordance with said manipulation of said
elongated rod by said user, and wherein said processor processes
said images to determine displacement of said at least one
identifier within said images to determine manipulation of said
elongated rod.
18. The device of claim 17, wherein an upper portion of said
elongated rod includes a knob with an input device disposed on a
knob top surface to enter information to control said virtual
reality scenario.
19. The device of claim 17 further including a reset button to
reset said user interface device.
20. The device of claim 17 further including: resistance controls
to selectively adjust an amount of user force required to
manipulate said elongated rod to control said virtual reality
scenario.
21. The device of claim 17, wherein said base top surface includes
a recessed portion to contour a user body portion in a seated
position.
22. The device of claim 17, wherein said base accommodates a user
in a standing position and further includes at least one input
device disposed on a base top surface and actuable by user feet to
enter information to control said virtual reality scenario.
23. The device of claim 17, wherein said processor generates said
virtual reality scenario and controls that scenario in accordance
with said manipulation of said elongated rod by said user.
24. The device of claim 23, wherein said user interface device is
directly coupled to a monitor to display said generated virtual
reality scenario.
25. The device of claim 17, wherein said processor transfers
information including said processed data to a host processing
system generating said virtual reality scenario to control that
scenario in accordance with said manipulation of said elongated rod
by said user.
26. The device of claim 25 further including: a cable with a
plurality of connectors, wherein at least two connectors are
configured to couple said user interface device to different host
processing systems.
27. The device of claim 17, wherein said elongated rod is
constructed of at least one of plastic, rubber, foam and a padded
material to prevent injury to a user during manipulation of said
elongated rod.
28. The device of claim 17, wherein said elongated rod is
lightweight to enable said elongated rod to produce forces at or
below approximately seventy foot pounds to prevent injury during
manipulation by said user.
29. The device of claim 17, wherein said virtual reality scenario
includes a video game scenario.
30. The device of claim 17, wherein said elongated rod is removably
attached to said base.
31. A user interface device enabling a user to perform a physically
demanding activity to manipulate a virtual reality scenario
comprising: a base in the form of a platform and including a top
surface to directly support a user thereon; an elongated rod
attached to said base and manipulable by said user to control said
virtual reality scenario; and a sensing unit to measure
manipulation of said elongated rod by said user, wherein said
sensing unit includes a plurality of damper units coupled to said
elongated rod and said base to dampen elongated rod motion, wherein
each damper unit includes a sensing device to measure damper unit
operation in response to manipulation of said elongated rod to
measure that manipulation; wherein said base includes a processor
coupled to said sensing unit to process data relating to said
measured manipulation to facilitate control of said virtual reality
scenario in accordance with said manipulation of said elongated rod
by said user.
32. The device of claim 31, wherein an upper portion of said
elongated rod includes a knob with an input device disposed on a
knob top surface to enter information to control said virtual
reality scenario.
33. The device of claim 31 further including a reset button to
reset said user interface device.
34. The device of claim 31 further including: resistance controls
to selectively adjust an amount of user force required to
manipulate said elongated rod to control said virtual reality
scenario.
35. The device of claim 31, wherein said base top surface includes
a recessed portion to contour a user body portion in a seated
position.
36. The device of claim 31, wherein said base accommodates a user
in a standing position and further includes at least one input
device disposed on a base top surface and actuable by user feet to
enter information to control said virtual reality scenario.
37. The device of claim 31, wherein said processor generates said
virtual reality scenario and controls that scenario in accordance
with said manipulation of said elongated rod by said user.
38. The device of claim 37, wherein said user interface device is
directly coupled to a monitor to display said generated virtual
reality scenario.
39. The device of claim 31, wherein said processor transfers
information including said processed data to a host processing
system generating said virtual reality scenario to control that
scenario in accordance with said manipulation of said elongated rod
by said user.
40. The device of claim 39 further including: a cable with a
plurality of connectors, wherein at least two connectors are
configured to couple said user interface device to different host
processing systems.
41. The device of claim 31, wherein said elongated rod is
constructed of at least one of plastic, rubber, foam and a padded
material to prevent injury to a user during manipulation of said
elongated rod.
42. The device of claim 31, wherein said elongated rod is
lightweight to enable said elongated rod to produce forces at or
below approximately seventy foot pounds to prevent injury during
manipulation by said user.
43. The device of claim 31, wherein said virtual reality scenario
includes a video game scenario.
44. The device of claim 31, wherein said elongated rod is removably
attached to said base.
Description
BACKGROUND OF THE INVENTION
Obesity is currently considered an epidemic and is blamed for a
host of physical, social and economic problems. The risk of obesity
increases for children within certain groups. For example,
childhood obesity rates are higher in lower socioeconomic
communities since children in these groups tend to remain indoors
and engage in sedentary activities (e.g., such as playing video
games) that provide minimal physical activity (or exercises) and
burn fewer calories. This lack or reduced amount of physical
activity tends to cultivate weight problems (or obesity) for the
children.
OBJECTS AND SUMMARY OF THE INVENTION
Accordingly, it is an object of the present invention to control
gaming or other virtual reality scenarios via a user interface
device requiring users to engage in a physically demanding activity
to interact with the virtual reality scenario.
It is another object of the present invention to utilize a
universally compatible interface device with a wide variety of
computer systems capable of executing "off the shelf" games or
other software programs, where the compatibility of the system
enables immediate (e.g., plug and play type) operation.
Yet another object of the present invention is to provide a
physically demanding interface device with a control stick or rod
manipulable by a user and configured for safe operation in the
event the control rod inadvertently clashes with the user.
Still another object of the present invention is to enable children
to engage in a physically demanding activity in order to control
gaming or other virtual reality scenarios.
A further object of the present invention is to control gaming or
other virtual reality scenarios via a user interface device that is
safe for use by children and requires a child to engage in a
physically demanding activity to interact with the virtual reality
scenario.
The aforesaid objects may be achieved individually and/or in
combination, and it is not intended that the present invention be
construed as requiring two or more of the objects to be combined
unless expressly required by the claims attached hereto.
According to the present invention, a safe, physically demanding
interface device for children or other users to play video games
includes a base and a joystick or control rod. The base supports a
significant portion or the entirety of the child weight (e.g.,
supports a child in a seated or standing position), while the
joystick is manipulable by the child to play the games. The device
is configured to force the child to utilize many of the large
muscle groups to interact with the game. Since the child weight is
supported by the base, the interface device is stable (e.g.,
unlikely to tip or move) and, therefore, provides for safe,
compelling video game play for users either alone or with other
users.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is view in perspective of a physically demanding user
interface device according to the present invention.
FIG. 2 is a view in perspective of an alternative embodiment of a
physically demanding user interface device according to the present
invention.
FIG. 3A is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base and utilizing image processing techniques to determine
joystick manipulation.
FIG. 3B is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base and utilizing cables and potentiometers to determine
joystick manipulation.
FIG. 3C is a view in perspective of the cable arrangement within
the joystick of FIG. 3B.
FIG. 3D is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base and utilizing strain gauges to determine joystick
manipulation.
FIG. 3E is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base and utilizing switches disposed at the junction of the
base and joystick to determine joystick manipulation.
FIG. 3F is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base and utilizing damper mechanisms disposed at the
junction of the base and joystick to determine joystick
manipulation.
FIG. 3G is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base and utilizing limit switches or load cells disposed
within the base to determine joystick manipulation.
FIG. 4A is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base via a ball and socket arrangement and utilizing image
processing techniques to determine joystick manipulation.
FIG. 4B is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base via a ball and socket arrangement and utilizing
potentiometers to determine joystick manipulation.
FIG. 4C is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base via a ball and socket arrangement and utilizing
switches disposed at the junction of the base and joystick to
determine joystick manipulation.
FIG. 4D is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base via a ball and socket arrangement and utilizing damper
mechanisms disposed at the junction of the base and joystick to
determine joystick manipulation.
FIG. 5A is a view in perspective of the joystick of the user
interface device of FIGS. 1 and 2 attached to the device base via a
universal joint and utilizing potentiometers to determine joystick
manipulation.
FIG. 5B is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base via a universal joint and utilizing switches disposed
at the junction of the base and joystick to determine joystick
manipulation.
FIG. 5C is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base via a universal joint and utilizing damper mechanisms
disposed at the junction of the base and joystick to determine
joystick manipulation.
FIG. 6A is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base via a sleeve arrangement and utilizing image processing
techniques to determine joystick manipulation.
FIG. 6B is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base via a sleeve arrangement and utilizing strain gauges to
determine joystick manipulation.
FIG. 6C is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base via a sleeve arrangement and utilizing switches
disposed at the junction of the base and sleeve arrangement to
determine joystick manipulation.
FIG. 6D is a view in elevation and partial section of the joystick
of the user interface device of FIGS. 1 and 2 attached to the
device base via a sleeve arrangement and utilizing damper
mechanisms disposed at the junction of the base and joystick to
determine joystick manipulation.
FIG. 7A is a block diagram of an exemplary control circuit for the
interface device of FIGS. 1 and 2 configured to include and execute
gaming applications.
FIG. 7B is a block diagram of an exemplary control circuit for the
interface device of FIGS. 1 and 2 configured to serve as a game
controller for a game processor.
FIG. 8 is a diagrammatic illustration of a series of physically
demanding user interface devices according to the present invention
arranged in a ring type network topology to facilitate video game
play with a plurality of users.
FIG. 9 is a diagrammatic illustration of a series of physically
demanding user interface devices according to the present invention
arranged in a star type network topology to facilitate video game
play with a plurality of users.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
A user interface device to accommodate a user in a seated position
according to the present invention is illustrated in FIG. 1.
Initially, a user interface device 100a according to the present
invention includes control circuitry 50 (FIG. 7A) including a
processor 52 with various gaming applications, and is coupled
directly to a monitor 300 to display a game scenario as described
below. Alternatively, the user interface device may serve as a game
controller and include control circuitry 50 (FIG. 7B) including a
processor 62 to process information for transference to a game
processor 200. The game processor may be coupled to monitor 300 to
display a game scenario. The game processor includes a storage
drive and/or unit to receive computer readable media (e.g., CD,
DVD, etc.) containing software for various games and a processing
device to execute the software to provide games on the monitor. The
game processor may be implemented by any conventional or other
processing or gaming system (e.g., microprocessor system, personal
computer, video gaming system, etc.). For example, the game
processor may be implemented by conventional video game systems,
such as PS2 available from Sony, XBOX available from Microsoft or
GAMECUBE available from Nintendo.
The games generally include characters or objects that are
controlled by a user via a controller. For example, the user may
control movement and actions of a character or a vehicle (e.g.,
car, airplane, boat, etc.) to move through a virtual environment
displayed on a monitor. The controller includes a plurality of
input devices (e.g., joystick, buttons, etc.) to enable a user to
interact with the game. A processor executing a gaming application
receives signals from the controller and updates a corresponding
display to reflect the movements and/or actions of the character or
object as indicated by user manipulation of the controller.
User interface device 100a of the present invention is configured
to require a user to perform a physically demanding activity or
provide physical exertion in order to manipulate the interface
device and control a game scenario. In other words, the device is
configured to force a user to utilize many of the large muscle
groups to interact with the game. Specifically, user interface
device 100a includes a base 102 preferably in the form of a
platform, a joystick 106 and control circuitry 50 (FIGS. 7A, 7B).
Base 102 is generally elliptical (or egg-shaped) and includes a
recessed or concave surface portion 104. The recessed portion is
defined in a rear portion of the base top surface and is configured
to contour and support a user in a seated position. A control
portion 105 is defined within a front portion of the base top
surface and is raised or elevated relative to recessed portion 104.
Control portion 105 receives joystick 106 as described below. The
base may be placed on any desired surface for game play (e.g.,
floor, sofa, chair, etc.). The base bottom portion is typically
smooth with rounded edges and sufficiently wide and deep to support
the weight of the user. The user weight provides stability for the
interface device in response to forces applied to the joystick by a
user to interact with a video game as described below.
Joystick 106 is removably attached to base control portion 105, and
includes a rod 112 extending upward from the base. By way of
example, the joystick includes a length of approximately twenty
inches. The rod includes a substantially spherical knob or head 114
attached to the rod top portion with a button type input device 116
disposed on a knob top surface. Input device 116 preferably enables
performance of game selection and weapon firing functions. The
joystick and/or base may include other input devices (e.g.,
buttons, joysticks or other input devices that the user may adjust
through weight shifting or by stepping or otherwise triggering
sensors) to enable various interaction with the video games.
The user interface device measures forces and/or motions applied to
the joystick by a user as described below (e.g., in the X and Y
axes, rotational forces, etc.) to interact with the video game. The
joystick preferably includes two degrees of freedom (e.g., motion
along X and Y axes) with a range of motion of approximately
eighteen inches along each degree of freedom or axis. In order to
reduce the risk of injury, the joystick is preferably constructed
of a lightweight material (e.g., hollow polypropylene, etc.) to
reduce momentum, while the user interface device includes
constraining devices (e.g., damper mechanisms, etc.) to limit
velocity of the joystick. The combination of low mass and
constrained velocity produces a controlled force of less than
approximately 100 Joules, or 70 foot-lbs, that minimizes user
injury in the event the joystick clashes with the user during game
play. This enables the interface device to be safe, especially for
use by children.
The effort needed to manipulate the joystick may be adjustable.
Accordingly, a substantially annular dial 118 is disposed on
control portion 105 about the rod bottom portion to set the desired
resistance for the joystick. The interface device may alternatively
include resistance input devices 156 (FIGS. 7A, 7B) to enter
resistance controls. Devices 156 may be implemented by any
conventional or other input devices (e.g., buttons, slides,
switches, etc.) and may be disposed at any suitable locations.
Further, base control portion 105 includes a reset button 110
disposed adjacent dial 118 to reset the user interface device, and
audio and/or video output ports 108 disposed adjacent reset button
110 to removably receive a cable 270 to connect the user interface
device directly to monitor 300. The audio/video ports may be of any
quantity and may be implemented by any conventional or other
ports.
Alternatively, the user interface device may include a cable system
220 attached to and extending from the base to connect the
interface device to game processor 200 as described below. In this
case, additional input devices may be mounted to joystick 106 to
enable the user to interact with the game processor (e.g., option
selection, weapon firing, etc.) By way of example, joystick 106 may
include supplemental joystick 121 and buttons 123 disposed on knob
114 and/or rod 112 to enable the user to manipulate these
additional devices along with joystick 106 for interaction with a
game scenario. The interface device generally includes respective
signal sources (e.g., variable resistor or potentiometers) to
provide signals indicating motion of joystick 121 along X (e.g.,
left/right motions) and Y (e.g., forward/back motions) axes. For
example, joystick 121 may be associated with signal sources 125
(FIG. 7B) (e.g., variable resistor or potentiometers) to provide
signals indicating motion of that joystick along X and Y axes.
Further, the interface device may include switch controls 157 to
control function assignment of the interface device input
mechanisms (e.g., joysticks 106, 121, buttons 116, 123, etc.) as
described below. Switch controls 157 may be implemented by any
conventional or other input devices (e.g., buttons, slides,
switches, etc.). However, the interface device may include any
quantity of any type of input devices (e.g., buttons, switches,
slides, a keypad, joystick, etc.) and signal sources disposed at
any location and arranged in any fashion on the interface device.
The input devices may be utilized to enter any desired information
(e.g., enter desired user actions for the game, etc.).
An alternative user interface device to accommodate a user in a
standing position according to the present invention is illustrated
in FIG. 2. Initially, a user interface device 100b according to the
present invention includes processor 52 (FIG. 7A) with various
gaming applications, and is coupled directly to monitor 300 to
display a game scenario as described above. Alternatively, user
interface device 100b may include processor 62 (FIG. 7B) and be
coupled to game processor 200 that displays a game scenario on
monitor 300 as described above. The game processor is substantially
similar to the game processor described above and includes a
storage drive and/or unit to receive computer readable media (e.g.,
CD, DVD, etc.) containing software for various games and a
processing device to execute the software to provide games on the
monitor.
User interface 100b of the present invention is configured to
require a user to perform a physically demanding activity or
provide physical exertion to manipulate the interface device and
control a game scenario. In other words, the device is configured
to force a user to utilize many of the large muscle groups to
interact with the game. Specifically, user interface device 100b
includes a base 120 preferably in the form of a platform, joystick
106 and control circuitry 50 (FIGS. 7A, 7B). The joystick and
control circuitry are substantially similar to the corresponding
components described above. Base 120 is generally rectangular with
rounded corners and supports a user in a standing position on the
base top surface. The base is preferably placed on a substantially
flat surface for game play (e.g., floor, etc.) and is sufficiently
wide and deep to ensure the user remains on the base (e.g., does
not accidentally step off) during use. The user weight provides
stability for the interface device in response to forces applied to
the joystick by a user to interact with a video game as described
below.
Joystick 106 is removably attached to the base toward a front base
portion, and includes rod 112 extending upward from the base as
described above. By way of example, the joystick includes a length
of approximately thirty inches. The rod includes substantially
spherical knob or head 114 attached to the rod top portion as
described above. The rod and knob are substantially similar to the
corresponding components described above.
Base 120 further includes input devices 124 disposed on the base
top surface toward the base front portion with joystick 106
disposed between the input devices. Input devices 124 are
preferably in the form of buttons that are typically actuated in
response to depression or application of force by user feet in
order to perform game selection and weapon firing functions as
described above. These devices may be positioned to require a user
to make a particular effort for actuation (e.g., positioned
proximate the far side of the joystick), or be disposed in the area
of the base that supports the user. The input devices may further
be disabled by the user. Input devices or buttons 124 may be
configured in various manners. For example, the configurations may
include a quantity of buttons in the approximate range of two
through nine that are arranged to support several game interactions
of varying complexity (e.g., from simple game interactions to
complex game interactions, such as dance type game interactions,
etc.). The joystick and/or base may include other input devices
(e.g., buttons, joysticks or other input devices that the user may
adjust through weight shifting or by stepping or otherwise
triggering sensors) to enable various interaction with the video
games.
User interface 100b measures forces and/or motions applied to the
joystick by a user as described below (e.g., in the X and Y axes,
rotational forces, etc.) to interact with the video game. The
joystick preferably includes two degrees of freedom (e.g., motion
along X and Y axes) with a range of motion of approximately
twenty-two inches along each degree of freedom or axis. In order to
reduce the risk of injury, the joystick is preferably constructed
of a lightweight material (e.g., hollow polypropylene, etc.) to
reduce momentum, while the user interface device includes
constraining devices (e.g., damper mechanisms, etc.) to limit
velocity of the joystick. The combination of low mass and
constrained velocity produces a controlled force of less than
approximately 100 Joules, or 70 foot-lbs, that minimizes user
injury in the event the joystick clashes with the user during game
play. This enables the interface device to be safe, especially for
use by children.
The effort needed to manipulate the joystick may be adjustable as
described above. Accordingly, substantially annular dial 118 may be
disposed about the rod bottom portion to enable a user to set the
desired resistance for the joystick. The interface device may
alternatively include resistance input devices 156 disposed at any
suitable locations to enter resistance controls. Further, the base
includes reset button 110 disposed adjacent dial 118 to reset the
user interface device, and audio and/or video output ports 108
disposed on a base front surface to removably receive cable 270 to
connect the user interface device directly to monitor 300 as
described above. The dial, resistance input devices, reset button
and audio/video ports are substantially similar to the
corresponding components described above.
Alternatively, user interface device 100b may include cable system
220 attached to and extending from the base to connect the
interface device to game processor 200 as described above. In this
case, additional input devices may be mounted to joystick 106 to
enable the user to interact with the game processor (e.g., option
selection, weapon firing, etc.) as described above. By way of
example, joystick 106 may include supplemental joystick 121 and
buttons 123 disposed on knob 114 and/or rod 112 to enable the user
to manipulate these additional devices along with joystick 106 for
interaction with a game scenario as described above. The interface
device generally includes respective signal sources 125 (FIG. 7B)
(e.g., variable resistor or potentiometers) to provide signals
indicating motion of joystick 121 along X (e.g., left/right
motions) and Y (e.g., forward/back motions) axes as described
above. Further, the interface device may include switch controls
157 to control function assignment of interface device input
devices (e.g., joysticks 106, 121, buttons 123, 124, etc.) as
described above. However, the interface device may include any
quantity of any type of input devices (e.g., buttons, switches,
slides, a keypad, joystick, etc.) and signal sources disposed at
any location and arranged in any fashion on the interface device.
The input devices may be utilized to enter any desired information
(e.g., enter desired user actions for the game, etc.).
Joystick 106 may be attached to base 102, 120 in various manners
with the interface device employing varying techniques to measure
manipulation of the joystick relative to the base. In particular,
joystick 106 may be directly attached to base 102, 120 as
illustrated in FIGS. 3A-3G. Specifically, interface device 100a,
100b may be in the form of an integral unit with joystick 106 being
mounted fixedly to base 102, 120 (e.g., without moving components,
pivots, joints or gimbals). In this case, manipulation of joystick
106 and/or knob 114 may be monitored in various manners. Referring
to FIG. 3A, a camera or photodetector 204 may be mounted within rod
112 at the rod end proximate base 102, 120 with the rod interior
within the detector field of view. Passive colored patterns or
active light emitting or other illuminating devices 202 (e.g.,
LEDs, etc.) may be placed at the opposing rod end toward knob 114.
The photodetector and light emitting devices may be implemented by
any conventional or other devices to emit and detect light or other
energy media (e.g., camera, LED, photodetectors, etc.), and may be
disposed at any suitable locations. Detector 204 captures images of
the field of view (e.g., rod interior), where the patterns or
emitted light are displaced within the rod and captured image due
to manipulation or deflection of the rod by a user.
Interface device processor 52, 62 (FIGS. 7A, 7B) may include image
recognition software to process the captured images and determine
the amount of deflection or manipulation of rod 112 by the user
based on the displaced patterns or emitted light in the resulting
image. For example, the pattern or arrangement of emitted light may
be in a certain area (e.g., substantially centered, etc.) within
the detector field of view when the joystick is in a reference
position (e.g., centered, in the absence of a deflection, etc.).
This image, or a previously captured image, may serve as a
reference image. However, when a user applies force to joystick
106, the pattern or emitted light arrangement shifts within the
field of view in accordance with joystick motion and is displaced
within the resulting image. The newly captured image may be
compared to the reference image by processor 52, 62 via
conventional image processing techniques to determine the amount of
displacement of the pattern or emitted light arrangement within the
image. This displacement is proportional to the amount of rod
deflection. The processor processes the captured image to determine
the rod deflection and updates the game scenario in accordance with
the forces applied to the joystick by a user.
An alternative arrangement to measure rod deflection is illustrated
in FIGS. 3B-3C. In particular, a series of cables 206 may be
disposed along the interior of rod 112. By way of example, cables
206 may include four cables each angularly offset from each other
by approximately ninety degrees; however, the rod may include any
quantity of cables disposed within the rod in any fashion. The
cables extend from a rod portion proximate knob 114 toward the rod
portion proximate base 102, 120. A set of potentiometers 208 are
disposed within rod 112 proximate base 102, 120 with each cable
coupled to a corresponding potentiometer to control the variable
resistance of that potentiometer. The potentiometers may be of any
quantity, may be disposed at any suitable locations, and may be
implemented by any conventional or other devices with any variable
property (e.g., electrical, chemical, mechanical, resistance,
capacitance, magnetic, etc.) to indicate rod deflection. When a
user applies force to joystick 106, corresponding rod surfaces
stretch, while other or opposing surfaces contract. The cables
attached to these surfaces are consequently manipulated by the
stretching (e.g., elongated or pulled for stretching, pushed or
compressed for contracting, etc.) and alter resistance of
corresponding potentiometers 208. The altered resistances result in
a voltage change that may be measured by control circuitry 50
(FIGS. 7A, 7B) to determine the amount of deflection or
manipulation of the joystick. The control circuitry processes the
measured information to update the game scenario in accordance with
the forces applied to the joystick by a user.
Referring to FIG. 3D, strain gauges may be employed to measure
deflection of rod 112. In particular, strain gauge sensors 210, 212
may be arranged at suitable locations on the rod interior surface,
preferably at an intermediate location. These sensors measure the
amount of a strain deformation applied to the joystick as a result
of the user applying pushing, pulling or lateral forces to the
joystick. By way of example only, sensor 212 may measure forces
applied to the joystick along an X-axis (e.g., lateral or
left/right forces), while sensor 210 may measure forces applied to
the joystick along a Y-axis (e.g., push/pull or forward/backward
forces). The strain gauge sensors may be arranged with respect to
the joystick in any suitable manner to measure forces, such as the
manners disclosed in the aforementioned patent applications. For
example, the strain gauge sensors may be attached directly or
indirectly to a joystick exterior or interior surface to measure
the applied forces. The resistance of the strain gauge sensors is
measured to determine deflection or manipulation of the joystick.
The strain gauge sensors are connected to control circuitry 50
(FIGS. 7A, 7B), where the control circuitry processes the
information to update the game scenario in accordance with strain
forces applied to the joystick by a user.
The joystick manipulation may further be measured via switches as
illustrated in FIG. 3E. In particular, a series of switches 214 may
be mounted in base 102, 120 around the periphery of rod 112. The
rod may include contacts or actuating members 215 disposed on the
rod exterior surface, preferably coincident a corresponding switch
214. The switches may be implemented by any conventional or other
switching devices (e.g., switches, contacts, relays, etc.), while
the contacts may be implemented by any conventional or other
contacts or members to actuate the switches. The switches and
contacts may be of any quantity and may be disposed at any suitable
locations. When a user applies force to the joystick, the joystick
is typically displaced, where one or more contacts 215 may actuate
corresponding switches 214. The actuated switch provides a signal
to control circuitry 50 (FIGS. 7A, 7B). The particular switches
actuated in response to manipulation of the joystick indicate the
direction and motion of the joystick by the user. The control
circuit processes the information to update the game scenario in
accordance with the forces applied to the joystick by a user.
Referring to FIG. 3F, the joystick manipulation may be measured by
a series of linear damper mechanisms. In particular, a series of
linear damper mechanisms 216 are mounted in base 102, 120 and
around the periphery of the bottom portion of rod 112. The damper
mechanism may be implemented by any conventional or other damping
devices or mechanisms (e.g., dampers, elastic members, etc.), such
as the damping mechanisms disclosed in U.S. Pat. No. 4,588,054
(LeBaron), the disclosure of which is incorporated herein by
reference in its entirety. By way of example only, each damper
mechanism 216 is in the form of a shock absorber and includes a
cylinder 211 and a piston 217. The piston includes a piston head
207 disposed within cylinder 211 and a piston rod 209 coupled to
head 207 and extending therefrom external of the cylinder. Cylinder
211 is mounted to base 102, 120, while the distal end of piston rod
209 external of the cylinder is coupled to the lower portion of rod
112. The piston is urged in a reciprocal motion within cylinder 211
in response to joystick motion. The damper mechanism may further
include a resistance mechanism to impede the reciprocal motion of
the piston within cylinder 211. The resistance mechanism may be in
the form of a spring disposed within cylinder 211 and coupled to
the piston, or in the form of pressurized fluid within the
cylinder.
Damper mechanism 216 further includes a sensing device 219 to
measure the amount of piston motion. The sensing device may be
coupled to the piston rod and/or head and may be implemented by any
suitable sensors (e.g., encoders, potentiometers, etc.). When a
user applies force to the joystick, piston rods 209 coupled to the
joystick produce a reciprocal piston motion within corresponding
cylinders. The positions (or amount and direction of motion) of the
pistons within the damper mechanisms are measured by corresponding
sensors 219. These measurements indicate joystick manipulation and
are provided to control circuitry 50 (FIGS. 7A, 7B). The control
circuitry processes the information to update the game scenario in
accordance with the forces applied to the joystick by a user.
In addition, joystick manipulation may be determined based on
forces applied to the base as illustrated in FIG. 3G. In
particular, base 102, 120 includes sensors 218, preferably in the
form of limit switches or load cells. These sensors may be disposed
at any suitable location on or within the base and measure the
amount of tilting forces applied to the base (e.g., the amount of
base tilting or potential tilting). Since joystick 106 is connected
directly to base 102, 120 as described above, forces applied to
joystick 106 or knob 114 follow a load path through the base and to
the floor or other supporting surface, thereby resulting in a
signal measurable by sensors 218. The sensors measure these forces
(or tilt of the base) to determine the amount of force applied to
the joystick (e.g., joystick manipulation). Sensors 218 are
connected to control circuitry 50 (FIGS. 7A, 7B), where the control
circuitry processes the information to update the game scenario in
accordance with the forces applied to the joystick by a user.
Joystick 106 may alternatively be attached to base 102, 120 via a
ball and socket arrangement as illustrated in FIGS. 4A-4D. In
particular, rod 112 is substantially cylindrical with a tapered
bottom portion. A generally spherical ball 280 is disposed at the
rod bottom end, while base 102, 120 includes a generally spherical
socket 282 to receive ball 280. The dimensions of socket 282 are
slightly less than those of the intermediate dimensions of ball 280
to retain the ball within the socket in a fashion permitting ball
rotation. The rod and base are constructed of semi-rigid materials
to enable slight compression of the ball and/or socket for
removable insertion of ball 280 within socket 282. The rod tapered
portion prevents the rod from interfering with the base during game
play and enables manipulation of the joystick in various
directions.
Manipulation of joystick 106 and/or knob 114 may be monitored in
various manners with the interface device employing varying
techniques to measure the joystick manipulation relative to the
base. Referring to FIG. 4A, a camera or photodetector may be
utilized to measure joystick manipulation in substantially the same
manner described above. Specifically, camera or photodetector 204
may be mounted within base 102, 120 proximate rod 112 with knob 114
within the detector field of view. Passive colored patterns or
active light emitting or other illuminating devices 202 (e.g.,
LEDs, etc.) may be placed on the knob exterior surface. The
photodetector and light emitting devices are substantially similar
to the devices described above and may be disposed at any suitable
locations. Detector 204 captures images of the field of view (e.g.,
knob 114), where the patterns or emitted light are displaced within
the captured image due to manipulation or deflection of the
joystick by a user.
Interface device processor 52, 62 (FIGS. 7A, 7B) may include image
recognition software to process the captured images and determine
the amount of deflection or manipulation of joystick 106 by the
user based on the displaced patterns or emitted light in the
resulting image as described above. For example, the pattern or
arrangement of emitted light may be in a certain area (e.g.,
substantially centered, etc.) within the detector field of view
when the joystick is in a reference position (e.g., centered,
etc.). This or a previously captured image may serve as a reference
image. However, when a user applies force to joystick 106, the
pattern or emitted light arrangement shifts within the field of
view in accordance with joystick motion and is displaced within the
resulting image. The newly captured image may be compared to the
reference image via conventional image processing techniques as
described above to determine the amount of displacement of the
pattern or emitted light arrangement within the image. This
displacement is proportional to the amount of joystick manipulation
(e.g., direction, distance of joystick motion, etc.). The processor
processes the captured image to determine the joystick manipulation
and updates the game scenario in accordance with the forces applied
to the joystick by a user.
An alternative arrangement to measure joystick manipulation is
illustrated in FIG. 4B. In particular, a set of potentiometers 208
are disposed within base 102, 120 proximate socket 282 with each
potentiometer coupled to or in contact with ball 280. The
potentiometers may be of any quantity, may be disposed at any
suitable locations, and may be implemented by any conventional or
other devices with any variable property (e.g., electrical,
chemical, mechanical, resistance, capacitance, magnetic, etc.).
When a user applies force to joystick 106, ball 280 rotates or
slides within, and relative to, socket 280. Since ball 280 is
coupled to potentiometers 208, this motion alters the resistance
control of corresponding potentiometers 208 to adjust the
potentiometer resistance. The altered resistances result in a
voltage change that may be measured by control circuitry 50 (FIGS.
7A, 7B) to determine the amount of manipulation of the joystick.
The control circuitry receives and processes the information from
potentiometers 208 to update the game scenario in accordance with
the forces applied to the joystick by a user.
The joystick manipulation may further be measured via switches as
illustrated in FIG. 4C. In particular, a series of switches 214 are
mounted in base 102, 120 proximate socket 282. Ball 280 and/or rod
112 may include contacts or actuating members 215 disposed on the
exterior surface thereof, preferably coincident a corresponding
switch 214. The switches and contacts are substantially similar to
the switches and contacts described above, may be of any quantity
and may be disposed at any suitable locations. When a user applies
force to the joystick, ball 280 rotates or slides within, and
relative to, socket 280, where one or more contacts 215 may actuate
corresponding switches 214. The actuated switches each provide a
signal to control circuitry 50 (FIGS. 7A, 7B). The particular
switches actuated in response to manipulation of the joystick
indicate the direction and motion of the joystick by the user. The
control circuitry processes the information to update the game
scenario in accordance with the forces applied to the joystick by a
user.
Referring to FIG. 4D, the joystick manipulation may be measured by
a series of linear damper mechanisms. In particular, a series of
linear damper mechanisms 216 is mounted in base 102, 120 and around
the periphery of the bottom tapered portion of rod 112. The damper
mechanism is substantially similar to the damper mechanism
described above and, by way of example, is in the form of a shock
absorber including cylinder 211 and piston 217. The piston includes
piston head 207 disposed within cylinder 211 and piston rod 209
coupled to head 207 and extending therefrom external of the
cylinder as described above. Cylinder 211 is mounted to base 102,
120, while the distal end of piston rod 209 external of the
cylinder is coupled to the lower tapered portion of rod 112. The
piston is urged in a reciprocal motion within cylinder 211 in
response to joystick motion. The damper mechanism further includes
a resistance mechanism to impede the reciprocal motion of the
piston within cylinder 211 as described above. The resistance
mechanism may be in the form of a spring disposed within cylinder
211 and coupled to the piston, or in the form of pressurized fluid
within the cylinder as described above.
Damper mechanism 216 further includes sensing device 219 to measure
the amount of piston motion as described above. The sensing device
may be coupled to the piston rod and/or head and may be implemented
by any suitable sensors (e.g., encoders, potentiometers, etc.).
When a user applies force to the joystick, piston rods 209 coupled
to the joystick produce a reciprocal piston motion within
corresponding cylinders. The positions (or amount and direction of
motion) of the pistons within the damper mechanisms are measured by
corresponding sensors 219. These measurements indicate joystick
manipulation and are provided to control circuitry 50 (FIGS. 7A,
7B). The control circuitry processes the information to update the
game scenario in accordance with the forces applied to the joystick
by a user.
Joystick 106 may further be attached to base 102, 120 via a
universal joint as illustrated in FIGS. 5A-5C. In particular, a
universal joint 290 is disposed within base 102, 120 with rod 112
attached to the joint top surface. The universal joint may be
implemented by any conventional or other coupling devices or
mechanisms (e.g., joints, gimbals, etc.), such as the universal
joints disclosed in U.S. Pat. No. 6,994,627 (Menosky et al.), the
disclosure of which is incorporated herein by reference in its
entirety. By way of example only, joint 290 includes a rod pivot
member 292, a base pivot member 296 and a cross member 295
interconnecting the rod and pivot members. Rod pivot member 292
includes a pair of legs 294 attached to a substantially circular
platform 291. The legs are angularly offset from each other by
approximately one-hundred eighty degrees and each include an
aperture 285 to receive cross member 295. Rod 112 is attached to
the platform top surface.
Base pivot member 296 includes a pair of legs 298 attached to a
generally circular platform 293. The legs are angularly offset from
each other by approximately one-hundred eighty degrees and each
include an aperture 287 to receive cross member 295. Base 102, 120
is coupled to the platform bottom surface in a manner enabling
rotation of the base pivot member relative to the base. This
rotational coupling may be implemented by any conventional or other
techniques (e.g., spindle, axle, rollers, etc.). The rotational
coupling of platform 293 to the base enables joystick 106 to attain
any desired angular position. Rod pivot member 292 is disposed over
base pivot member 296 with pairs of legs 294, 298 in facing
relation and angularly offset by approximately ninety degrees.
Cross member 295 interconnects the rod and base pivot members and
includes a central hub 289 with projections 277, 279, 281, 283
extending therefrom. The projections are angularly offset from each
other by approximately ninety degrees (e.g., projections 277, 279
are angularly offset from each other by approximately one-hundred
eighty degrees with projections 281, 283 being offset from each
other in a similar manner) to form a cross type configuration for
the cross member. Projections 277, 279 are inserted within
apertures 285 of rod pivot member legs 294 and enable the rod pivot
member and joystick 106 to rotate about a first axis (e.g., a
longitudinal axis through projections 277, 279). Projections 281,
283 are inserted within apertures 287 of base pivot member legs 298
and enable the rod pivot member and joystick 106 to rotate about a
second axis (e.g., a longitudinal axis through projections 281,
283) orthogonal to the first axis. Thus, the universal joint
enables the joystick to be manipulated along two orthogonal axes at
any desired angular position.
Manipulation of joystick 106 and/or knob 114 in this type of
configuration may be monitored in various manners with the
interface device employing varying techniques to measure the
joystick manipulation relative to the base. Referring to FIG. 5A, a
set of potentiometers may be utilized to measure manipulation of
joystick 106. In particular, potentiometers 208 may be disposed on
base pivot member platform 293 and at least one leg 294, 298 of
each of the base and rod pivot members. The leg potentiometers are
coupled to the corresponding legs and/or cross member in a manner
enabling rotation of the legs about the cross member to alter the
resistance controls of those potentiometers. The platform
potentiometer may be coupled to the platform and/or base in a
manner enabling rotation of the platform relative to the base to
alter the resistance controls of that potentiometer. The
potentiometers may be of any quantity, may be disposed at any
suitable locations, and may be implemented by any conventional or
other devices with any variable property (e.g., electrical,
chemical, mechanical, resistance, capacitance, magnetic, etc.).
When a user applies force to joystick 106, the base pivot member
may rotate relative to the base, while the rod pivot member may
rotate about the first and/or second orthogonal axes. The base
pivot member rotation alters the resistance controls of the
corresponding potentiometer mounted to that platform to adjust the
potentiometer resistance. Similarly, the rod pivot member rotation
alters the resistance controls of the corresponding potentiometers
mounted to the rod and base pivot member legs to adjust the
resistances of those potentiometers. The altered resistances result
in a voltage change that may be measured by control circuitry 50
(FIGS. 7A, 7B) to determine the amount of manipulation of the
joystick. The control circuitry receives and processes the
information from the potentiometers to update the game scenario in
accordance with the forces applied to the joystick by a user.
The joystick manipulation may further be measured via switches as
illustrated in FIG. 5B. In particular, a series of switches 214 are
mounted in base 102, 120 proximate the lower portion of rod 112.
The rod lower portion may include contacts or actuating members 215
disposed on the rod exterior surface, preferably coincident a
corresponding switch 214. The switches and contacts are
substantially similar to the switches and contacts described above,
may be of any quantity and may be disposed at any suitable
locations. When a user applies force to the joystick, the rod is
moved in accordance with the applied force via universal joint 290,
where one or more contacts 215 may actuate corresponding switches
214. The actuated switches each provide a signal to control
circuitry 50 (FIGS. 7A, 7B). The particular switches actuated in
response to manipulation of the joystick indicate the direction and
motion of the joystick by the user. The control circuitry processes
the information to update the game scenario in accordance with the
forces applied to the joystick by a user.
Referring to FIG. 5C, the joystick manipulation may be measured by
a series of linear damper mechanisms. In particular, a series of
linear damper mechanisms 216 is mounted in base 102, 120 and around
the periphery of the bottom portion of rod 112. The damper
mechanism is substantially similar to the damper mechanism
described above and, by way of example, is in the form of a shock
absorber including cylinder 211 and piston 217. The piston includes
piston head 207 disposed within cylinder 211 and piston rod 209
coupled to head 207 and extending therefrom external of the
cylinder as described above. Cylinder 211 is mounted to base 102,
120, while the distal end of piston rod 209 external of the
cylinder is coupled to the lower portion of rod 112. The piston is
urged in a reciprocal motion within cylinder 211 in response to
joystick motion. The damper mechanism further includes a resistance
mechanism to impede the reciprocal motion of the piston within
cylinder 211 as described above. The resistance mechanism may be in
the form of a spring disposed within cylinder 211 and coupled to
the piston, or in the form of pressurized fluid within the cylinder
as described above.
Damper mechanism 216 further includes sensing device 219 to measure
the amount of piston motion as described above. The sensing device
may be coupled to the piston rod and/or head and may be implemented
by any suitable sensors (e.g., encoders, potentiometers, etc.).
When a user applies force to the joystick, piston rods 209 coupled
to the joystick produce a reciprocal piston motion within
corresponding cylinders. The positions (or amount and direction of
motion) of the pistons within the damper mechanisms are measured by
corresponding sensors 219. These measurements indicate joystick
manipulation and are provided to control circuitry 50 (FIGS. 7A,
7B). The control circuitry processes the information to update the
game scenario in accordance with the forces applied to the joystick
by a user.
In addition, joystick 106 may attached to base 102, 120 via a
sleeve arrangement as illustrated in FIGS. 6A-6D. In particular,
base 102, 120 may include a substantially cylindrical stub 302. The
stub includes transverse dimensions substantially the same as those
of rod 112 of joystick 106. An elastic sleeve 304 (e.g., flexible
material, spring, etc.) includes transverse dimensions slightly
greater than those of stub 302 and rod 112. The sleeve may be
disposed over the stub, where joystick 106 is disposed within
sleeve 304 with the rod bottom portion residing in the stub. The
longitudinal dimension of the sleeve is slightly less than those of
rod 112 to enable knob 114 to reside external of the sleeve for
manipulation by a user. Sleeve 304 may be replaced with sleeves
constructed of materials with greater or less elasticity to adjust
the amount of force required by a user to manipulate or deflect
joystick 106.
Manipulation of joystick 106 and/or knob 114 within this type of
configuration may be monitored in various manners with the
interface device employing varying techniques to measure the
joystick manipulation relative to the base. Referring to FIG. 6A, a
camera or photodetector may be utilized to measure joystick
manipulation in substantially the same manner described above.
Specifically, camera or photodetector 204 may be mounted within
stub 302 with knob 114 within the detector field of view through
rod 112. Passive colored patterns or active light emitting or other
illuminating devices 202 (e.g., LEDs, etc.) may be placed at the
other end of rod 112 toward knob 114. The photodetector and light
emitting devices are substantially similar to the devices described
above and may be disposed at any suitable locations. Detector 204
captures images of the field of view, where the patterns or emitted
light are displaced within the captured image due to manipulation
or deflection of the joystick by a user.
Interface device processor 52, 62 (FIGS. 7A, 7B) may include image
recognition software to process the captured images and determine
the amount of deflection or manipulation of joystick 106 by the
user based on the displaced patterns or emitted light in the
resulting image as described above. For example, the pattern or
arrangement of emitted light may be in a certain area (e.g.,
substantially centered, etc.) within the detector field of view
when the joystick is in a reference position (e.g., centered,
etc.). This or a previously captured image may serve as a reference
image. However, when a user applies force to joystick 106, the
pattern or emitted light arrangement shifts within the field of
view in accordance with joystick motion and is displaced within the
resulting image. The newly captured image may be compared to the
reference image via conventional image processing techniques as
described above to determine the amount of displacement of the
pattern or emitted light arrangement within the image. This
displacement is proportional to the amount of joystick manipulation
(e.g., direction, distance of joystick motion, etc.). The processor
processes the captured image to determine the joystick manipulation
and updates the game scenario in accordance with the forces applied
to the joystick by a user.
An alternative arrangement to measure joystick manipulation via
strain gauges is illustrated in FIG. 6B. In particular, strain
gauge sensors 210, 212 may be arranged at suitable locations on the
stub interior surface. These sensors measure the amount of a strain
deformation applied to the stub as a result of the user applying
pushing, pulling or lateral forces to the joystick. By way of
example only, sensor 212 may measure forces along a stub X-axis
(e.g., lateral or left/right forces), while sensor 210 may measure
forces along a stub Y-axis (e.g., push/pull or forward/backward
forces). The strain gauge sensors may be arranged with respect to
the stub and/or joystick in any suitable manner to measure forces,
such as the manners disclosed in the aforementioned patent
applications. For example, the strain gauge sensors may be attached
directly or indirectly to a stub and/or joystick exterior or
interior surface to measure the applied forces. The resistance of
the strain gauge sensors is measured to determine deflection or
manipulation of the joystick as described above. The strain gauge
sensors are connected to control circuitry 50 (FIGS. 7A, 7B) that
processes the information to update the game scenario in accordance
with strain forces applied to the joystick by a user.
The joystick manipulation may further be measured via switches as
illustrated in FIG. 6C. In particular, a series of switches 214 is
mounted in base 102, 120 proximate the stub periphery. The stub may
include contacts or actuating members 215 disposed on the stub
exterior surface, preferably coincident a corresponding switch 214.
The switches and contacts are substantially similar to the switches
and contacts described above, may be of any quantity and may be
disposed at any suitable locations. When a user applies force to
the joystick, the applied forces deflect stub 302, where one or
more contacts 215 of the stub may actuate corresponding switches
214. The actuated switches each provide a signal to control
circuitry 50 (FIGS. 7A, 7B). The particular switches actuated in
response to manipulation of the joystick indicate the direction and
motion of the joystick by the user. The control circuitry processes
the information to update the game scenario in accordance with the
forces applied to the joystick by a user.
Referring to FIG. 6D, the joystick manipulation may be measured by
a series of linear damper mechanisms. In particular, a series of
linear damper mechanisms 216 is mounted in base 102, 120 and around
the periphery of sleeve 304. The damper mechanism is substantially
similar to the damper mechanism described above and, by way of
example, is in the form of a shock absorber including cylinder 211
and piston 217. The piston includes piston head 207 disposed within
cylinder 211 and piston rod 209 coupled to head 207 and extending
therefrom external of the cylinder as described above. Cylinder 211
is mounted to base 102, 120, while the distal end of piston rod 209
external of the cylinder is coupled to the lower portion of sleeve
304. The piston is urged in a reciprocal motion within cylinder 211
in response to joystick motion. The damper mechanism further
includes a resistance mechanism to impede the reciprocal motion of
the piston within cylinder 211 as described above. The resistance
mechanism may be in the form of a spring disposed within cylinder
211 and coupled to the piston, or in the form of pressurized fluid
within the cylinder as described above.
Damper mechanism 216 further includes sensing device 219 to measure
the amount of piston motion as described above. The sensing device
may be coupled to the piston rod and/or head and may be implemented
by any suitable sensors (e.g., encoders, potentiometers, etc.).
When a user applies force to the joystick, piston rods 209 coupled
to the sleeve produce a reciprocal piston motion within
corresponding cylinders. The positions (or amount and direction of
motion) of the pistons within the damper mechanisms are measured by
corresponding sensors 219. These measurements indicate joystick
manipulation and are provided to control circuitry 50 (FIGS. 7A,
7B). The control circuitry processes the information to update the
game scenario in accordance with the forces applied to the joystick
by a user.
The level of exertion required by a user in order to achieve a
particular response in the video game scenario may be adjusted in
various manners within the above configurations for interface
device 100a, 100b. For example, the level of exertion required by a
user may be adjustable by changing damping or elastic
characteristics. In particular, a sleeve may be positioned over rod
112 and firmly attached to base 102, 120, where the position and
rigidity of the sleeve may be adjusted to alter the force required
by a user. Further, the quantity of sleeves employed over the rod
may be altered to adjust the force required by a user (e.g., the
greater the quantity of sleeves, the greater the force required by
a user). Moreover, an elastic material (e.g., a spring, rubber
elastomer, etc.) may be compressed between the base and joystick
106. In addition, the flow of fluid to linear damper mechanisms 216
(e.g., shock absorbers, etc.) may be controlled to alter the damper
resistance and force required by a user. Alternatively, the
positions of the linear damper mechanisms may be adjusted relative
to the joystick to alter the leverage and, hence, the force
required by a user.
The resistance levels may further be adjusted by processor 52, 62
(FIGS. 7A, 7B) during processing of the various measurements as
described below. These measurements may be weighted or amplified
during processing, where greater or less force may need to be
applied by a user to overcome the weighting (e.g., the greater the
weight applied, the less force required by a user). Resistance
levels (e.g., for the processor, fluid control, etc.) may be
entered by a user via dial 118 or resistance input devices 156 as
described above. Alternatively, or in combination with user input,
the resistance levels may be controlled by control circuitry 50
based upon conditions within the video game scenario, such as
changing wind conditions, changing grade of the terrain (e.g.,
going uphill), etc.
Exemplary control circuitry for interface device 100a, 100b
configured to include and execute gaming applications is
illustrated in FIG. 7A. Specifically, control circuitry 50 is
preferably disposed or housed within base 102, 120 and includes
processor 52 coupled to the particular sensors and input mechanisms
described above (e.g., strain gauges 210, 212, switches 214,
potentiometers 208, photodetector 204, damper sensors 219, input
devices or buttons 110, 116, 124, 156, etc.) depending upon the
particular configuration employed. A conventional power supply (not
shown) provides appropriate power signals to each of the control
circuitry components as necessary. The interface device may be
powered by a battery and/or any other suitable power source (e.g.,
wall outlet, etc.). A power switch (not shown) may further be
included to activate the circuit components.
The signals from the various sensors and input mechanisms are
transmitted to a respective predetermined memory location within
processor 52. The processor may be implemented by any conventional
or other processor and may include circuitry to and/or convert
analog signals from the various devices to digital values for
processing. The processor samples the memory locations at
predetermined time intervals (e.g., preferably on the order of ten
milliseconds or less) to continuously process information (e.g.,
determine input mechanism manipulation, determine joystick
manipulation, etc.) to update and/or respond to an executing gaming
application. The processor may process raw digital values in any
fashion to account for various calibrations or to properly adjust
the values within quantization ranges for digitized analog
signals.
The processor receives the measurements from the various sensors
(e.g., and/or other information from input devices 110, 116, 124)
to determine joystick and input mechanism manipulation. The
processor may provide various information for display to a user
(e.g., the amount of work performed by the user during a particular
exercise session, a game scenario, time or elapsed time and/or any
other exercise or game related information) on monitor 300 and/or
another local or remote display (not shown). In particular, the
processor may receive signals from strain gauges 210, 212 and
determine the amount of joystick manipulation or deflection along
the axes associated with the strain gauges to update a game
scenario. The processor may receive signals from switches 214,
where the switch signals may be in the form of a digital word with
each bit indicating the status of a corresponding switch. The
processor identifies the particular switches that have been
actuated to determine the joystick manipulation (e.g., based on the
actuated switch location) to update the game scenario. Further, the
processor may receive signals from various potentiometers 208
indicating a change in their resistance (e.g., due to rod
deflection, motion of the ball within the socket, motion of the
universal joint, etc.) to determine the amount of joystick
manipulation or deflection to update a game scenario. Moreover, the
processor may receive signals from sensors 219 of the damper
mechanisms indicating the piston position or motion to determine
the amount of joystick manipulation or deflection to update a game
scenario.
In addition, the processor may receive captured images from
photodetector or camera 204. In this case, the processor may
include image recognition software to process the captured images
and determine the amount of deflection or manipulation of the
joystick by the user based on displaced patterns or emitted light
in the resulting image as described above. For example, a pattern
or arrangement of emitted light may be within a certain area in the
detector field of view in the absence of joystick deflection or
manipulation. This or a previously captured image may serve as a
reference image. However, when a user applies force to joystick
106, the pattern or emitted light arrangement shifts within the
field of view in accordance with joystick motion and is displaced
within the resulting image. The newly captured image may be
compared to the reference image via conventional image processing
techniques to determine the amount of displacement of the pattern
or emitted light arrangement within the image (e.g., indicating the
amount of joystick manipulation or deflection). The processor
processes the captured image to determine the joystick manipulation
or deflection and updates the game scenario in accordance with the
forces applied to the joystick by a user.
The processor may further control resistance levels required by the
user to interact with the game scenario in accordance with settings
provided by dial 118 and/or resistance input devices 156. For
example, the processor may apply weights to the sensor
measurements. These weights may be based on information entered by
the user. Since greater measurement values correspond to a greater
force, increasing the weight values enables a user to exert less
force to achieve a particular force value, thereby effectively
lowering the resistance of the interface device for the user.
Conversely, reducing the weight value requires a user to exert
greater force to achieve the particular force value, thereby
increasing the resistance of the interface device for the user.
Processor 52 includes and executes gaming software. In particular,
the processor processes the received signals and updates the
executing gaming scenario in accordance with manipulation of the
joystick and/or input mechanisms (e.g., devices or buttons 116,
124). The processor may include, or be coupled to, an audio/visual
(A/V) module 56 that generates signals (e.g., video, audio, etc.)
for transference from interface device 100a, 100b directly to
monitor 300. The A/V module may be implemented by any conventional
or other processing system or circuitry (e.g., video processor,
digital signal processor (DSP), etc.) providing audio and/or video
signals. The signals may be provided to the monitor via cable 270
(FIGS. 1-2) connected to and extending from the base or any other
suitable location. The cable may be implemented by any conventional
or other cable suitable to transfer video and/or audio signals. By
way of example, a user may connect the interface device directly to
a television set or other monitor through either an RF connector
(e.g., via channels three or four), or through the monitor
audio/visual ports (e.g., via RCA type connectors, etc.). In
addition, the processor performs a reset or reboot operation in
response to actuation of reset button 110.
The user interface device may further include communication ports
54 within control circuitry 50 and be coupled to or networked with
other user interface devices to enable plural users to compete
against each other in a game scenario as described below. The
communication ports may be of any quantity, may transmit and/or
receive information, and may be implemented by any conventional or
other communication ports (e.g., serial or USB, parallel, wired,
wireless, Bluetooth, etc.). Processor 52 is coupled to the
communication ports and receives information from the other user
interface devices, preferably indicating desired actions from other
users (e.g., manipulation of joystick 106 and/or other input
devices, etc.). The processor processes the received information to
update the game scenario in accordance with the user actions for
display on monitor 300. In addition, the processor may further
provide information indicating desired actions of a user (e.g.,
manipulation of joystick 106 and/or other input devices, etc.) to
communication ports 54 for transmission to other user interface
devices.
Exemplary control circuitry for interface device 100a, 100b
configured to serve as a game controller for game processor 200 is
illustrated in FIG. 7B. Specifically, control circuitry 50 is
preferably disposed or housed within base 102, 120 and includes
processor 62 coupled to the particular sensors and input mechanisms
described above (e.g., strain gauges 210, 212, switches 214,
potentiometers 208, photodetector 204, damper sensors 219, input
devices or buttons 110, 116, 123, 124, 156, joystick 121, etc.)
depending upon the particular configuration employed. A
conventional power supply (not shown) provides appropriate power
signals to each of the control circuitry components as necessary.
The interface device may be powered by a battery and/or any other
suitable power source (e.g., wall outlet, game processor, etc.). A
power switch (not shown) may further be included to activate the
circuit components.
The signals from the various sensors and input mechanisms are
transmitted to a respective predetermined memory location within
processor 62. The processor is similar to processor 52 described
above, may be implemented by any conventional or other processor,
and may include circuitry to and/or convert analog signals from the
various devices to digital values for processing. Processor 62
samples the memory locations at predetermined time intervals (e.g.,
preferably on the order of ten milliseconds or less) to
continuously process information (e.g., determine input mechanism
manipulation, determine joystick manipulation, etc.) to update
and/or respond to an executing gaming application on game processor
200. Processor 62 may process raw digital values in any fashion to
account for various calibrations or to properly adjust the values
within quantization ranges for digitized analog signals.
Processor 62 receives the measurements from the various sensors
(e.g., and/or other information from input devices 110, 116, 121,
123, 124) to determine joystick and input mechanism manipulation,
and may provide various information for display to a user (e.g.,
the amount of work performed by the user during a particular
exercise session, a game scenario, time or elapsed time and/or any
other exercise or game related information) on monitor 300 and/or
another local or remote display (not shown) in substantially the
same manner described above. Further, the processor may receive
captured images from photodetector or camera 204 and may include
image recognition software to process the captured images and
determine the amount of deflection or manipulation of the joystick
by the user based on displaced patterns or emitted light in the
resulting image as described above. In addition, the processor
performs a reset or reboot operation in response to actuation of
reset button 110.
In order to enhance performance of the interface device as a
peripheral to the game processor, the responsiveness of the
interface device may be adjusted to permit small amounts of rod
deflection or manipulation to result in meaningful input to the
game processor. This enables the user to be competitive in the game
scenario, where user responses or reactions to the game may be
delayed due to the physical exertion required to enter desired
actions for the game on the interface device. For example, the
measurements may be amplified by amplification devices or circuitry
(e.g., an amplifier 203 may be disposed between strain gauges 210,
212 and processor 62), or the processor may apply weights to the
measurements as described above. The processor may further control
resistance levels required by the user to interact with the game
scenario in accordance with settings provided by dial 118 and/or
resistance input devices 156 as described above. For example, the
processor may apply weights to the sensor measurements based on
information entered by the user as described above.
Processor 62 processes and arranges the received signals into
suitable data packets for transmission to game processor 200. The
data packets are in a format resembling data produced by a standard
peripheral device (e.g., game controller, etc.). For example, the
processor may construct a data packet for a game processor (e.g.,
PS2, XBOX, GAMECUBE, personal computer, etc.) that includes the
status of all interface device input mechanisms (e.g., buttons 116,
124, etc.) and the processed values from each sensor. By way of
example only, the data packet may include header information,
X-axis information indicating a measurement for joystick 106 and/or
121 along this axis, Y-axis information indicating a measurement
for joystick 106 and/or 121 along this axis, rudder or steering
information, throttle or rate information and additional
information relating to the status of input mechanisms (e.g.,
buttons, supplemental joystick, etc.). Additional packet locations
may be associated with data received from other input mechanisms
connected with the processor, where the input mechanisms represent
additional operational criteria for the scenario (e.g., the firing
of a weapon in the scenario when the user presses an input button,
throttle, etc.). The game processor processes the information or
data packets in substantially the same manner as that for
information received from a conventional peripheral (e.g., game
controller, etc.) to update and/or respond to an executing gaming
application (e.g., game, etc.).
In addition, joysticks 106, 121 and the input mechanisms may be
selectively configured or assigned to game functions. In
particular, processor 62 may generate the data packets for the game
processor in accordance with controls from switch controls 157. In
this case, measurements from the various sensors or input
mechanisms (e.g., joysticks 106, 121, input devices or buttons 116,
123, 124, etc.) are placed in data packet locations corresponding
to the desired functions indicated by input devices 157. For
example, if the user desires joystick 106 to control steering, the
measurements for joystick 106 are placed in the data packet
location the game processor expects to receive steering
information. Other functions may be associated with input
mechanisms in a similar manner. The game processor processes the
information or packets as described above to update and/or respond
to an executing gaming application (e.g., game, etc.).
Alternatively, joysticks 106, 121 and the input mechanisms may be
selectively configured or assigned to game functions via a
switching device 158 as described in the aforementioned patent
applications. In this case, switching device 158 receives the
signals from the various sensors and input mechanisms and is
coupled to switch controls 157 and processor 62. Switching device
158 enables a user to selectively configure the interface device
for game functions as described below. By way of example only,
joystick 106 (FIGS. 1-2) serves as a right controller joystick,
while joystick 121 serves as the left controller joystick, where
the functions of the joysticks with respect to a game may be
selectively assigned by a user as described below. However,
joystick 106 may serve as any joystick or other input device.
The switching device receives information from the sensors and
input mechanisms, and is coupled to the inputs of processor 62. The
switching device basically enables information for input mechanisms
to be selectively placed on the processor inputs corresponding to
the desired game functions. The processor inputs are typically
mapped to game functions in accordance with the game software
executed by game processor 200. The switching device basically
couples the signals from the desired devices (e.g., joysticks 106,
121, buttons 110, 116, 123, 124, etc.) to the processor inputs
corresponding to the desired game functions in accordance with
controls from a user entered via switch controls 157. Applications
of high complexity with respect to blending or assigning game
functions may require additional selector switches and various
combinations of selector switch settings. For example, joystick 106
may individually perform the functions of two joysticks in
accordance with the connections, such as accelerator and steering
functions. In this case, application of a forward force to joystick
106 may serve as the accelerator, while lateral force applied to
joystick 106 may serve as the steering function.
Switching device 158 may be implemented by any quantity of any
conventional or other devices capable of switching signals (e.g.,
switches, multiplexers, cross-bar switch, analog switches, digital
switches, routers, logic, gate arrays, logic arrays, etc.) to
accomplish the function assignments for the interface device. The
signals from the switching device outputs are transmitted to a
respective predetermined memory location within processor 62 as
described above. The signal processor samples the memory locations
at predetermined time intervals to continuously process and send
information to the game processor to update and/or respond to an
executing gaming application as described above.
The interface device may serve as a game controller that is
operable with a wide variety of video game processors or other
systems including PS2, XBOX and GAMECUBE systems, and various
personal or other computers (e.g., personal computers with
Microsoft WINDOWS and Apple Mac OS X operating systems). Interface
device 100a, 100b includes a cable system that facilitates
connection and communication between the interface device and
multiple (e.g., two or more) video game processors. Referring back
to FIGS. 1-2, cable system 220 is connected to and extends from
base 102, 120. Cable system 220 is substantially similar to the
cable system described in aforementioned U.S. patent application
Ser. No. 11/097,370 and includes a flexible and hollow body 224
that extends into base 102, 120 to receive and retain wiring that
is connected with processor 62 (FIG. 7B) within the base.
Alternatively, the cable may connect with the interface device at
any other suitable location and/or in any other suitable manner. A
number of separately and independently extending wires are sheathed
within and extend the length of cable body 224. The wires are
configured for providing an electrical contact or link between
processor 62 and a specific video game processor as described
below.
Cable body 224 extends a selected distance from interface device
100a, 100b and connects with a generally rectangular housing 226. A
number of flexible and hollow cables 227, 230, 240, 250 extend from
housing 226. The wiring within cable body 224 extends within
housing 226 for transfer of signals to wiring sets directed into
and through a respective one of the output cables 227, 230, 240,
250. Thus, housing 226 serves as a junction location for the
transfer of signals between wiring within cable body 224 and
respective wiring sets of the output cables, where each output
cable includes a wiring set that is configured for connection to a
game controller port of a corresponding video game processor.
Each output cable 227, 230, 240, 250 terminates in a respective
connection plug 228, 231, 241, 251. The connection plugs are each
configured to connect with a corresponding game controller port of
a respective video game processor. The connection plugs connect
with the game controller ports in a male-female mating
relationship. In particular, each connection plug includes a male
component with associated metal pins and/or other contacting
structure that is configured for insertion into a corresponding
female component of a respective controller port. These connections
establish an electrical contact between the wiring set associated
with the connection plug and corresponding wiring that connects in
a suitable manner with the video game processor. By way of example
only, connection plug 251 is configured to connect with a game
controller port of a GAMECUBE system, connection plug 241 is
configured to connect with a game controller port of an XBOX
system, connection plug 231 is configured to connect with a game
controller port of a PS2 system, and connection plug 228 is
configured to connect with a universal serial bus (USB) port of any
suitable gaming system or personal or other computer (e.g., to
facilitate control of Microsoft WINDOWS or Apple Mac OS X based
gaming or other applications). However, the cable system is not
limited to this exemplary configuration, but rather can include any
suitable number (e.g., two or more) of connection plugs of any
suitable types and configurations to facilitate connections with
any types of video game processors or other systems.
Cable system 220 is of a suitable length (e.g., eight feet or
greater) to facilitate a relatively easy connection between
interface device 100a, 100b and video game processor 200. In
situations where the interface device is located a considerable
distance (e.g., greater than eight feet) from a video game
processor, the interface device may employ an extension cable
device 350. Cable device 350 is substantially similar to the
extension cable device disclosed in aforementioned U.S. patent
application Ser. No. 11/097,370, and is coupled to cable system 220
to connect the cable system with the video game processor. In
particular, extension cable device 350 includes a flexible and
hollow cable 312 that extends a suitable length (e.g., about 8 feet
or greater) and includes a first housing 316 at a first end of the
cable and a second housing 328 at a second end of the cable. Cable
312 is substantially similar in configuration and design as cable
224 of cable system 220, where the same or substantially similar
wiring extends through the cable. Further, cable 312 can include
one or more wires that transfer common or shared signals for two or
more wiring sets.
Each housing 316, 328 is substantially similar in configuration and
design as housing 226 of cable system 220. Each housing serves as a
junction location to transfer signals between the wiring within
cable 312 and each of a plurality of wiring sets in a similar
manner as described above for housing 226. In particular, a number
of flexible and hollow cables 303, 306, 308, 310 extend from
housing 316. The housing is disposed between cable 312 and these
cables to facilitate a connection. Each cable 303, 306, 308, 310
couples a respective wiring set therein to housing 316 and
terminates at a respective connection plug 305, 307, 309, 311. The
housing transfers signals between the wiring sets and the
appropriate wiring in cable 312, where one or more of the wires of
cable 312 may convey signals common to the game processors to
reduce the quantity of wires employed by the cable.
Connection plugs 305, 307, 309, 311 are complimentary with and
configured for connection to corresponding connection plugs 227,
231, 241, 251 of cable system 220. In addition, the wiring sets
disposed within the connection plugs of extension cable device 350
include the same or substantially similar wiring as the wiring sets
disposed within the corresponding connection plugs of cable system
220. The connection plugs of the cable system and extension device
connect with each other in a male-female mating relationship, where
a male component of each connection plug of cable system 220 is
inserted into a female component of a corresponding connection plug
of extension cable device 350. This achieves an electrical contact
between metal elements (e.g., pins and corresponding receiving
receptacles and/or other metal complimentary contacting structures)
of the plugs that further facilitates an electrical connection
between the corresponding pairs of wiring sets extending within the
cable system and the extension cable device. However, any other
suitable connection between the connection plugs can be provided to
facilitate electrical contact between corresponding pairs of wiring
sets.
A number of flexible and hollow cables 320, 322, 324, 326 extend
from housing 328. The housing is disposed between cable 312 and
these cables to facilitate a connection. Each cable 320, 322, 324,
326 couples a respective wiring set therein to housing 328 and
terminates at a respective connection plug 321, 323, 325, 327. The
housing transfers signals between the wiring sets and the
appropriate wiring in cable 312, where one or more of the wires of
cable 312 may convey signals common to the game processors to
reduce the quantity of wires employed by cable 312 as described
above. Connection plugs 321, 323, 325, 327 are identical in
configuration and design as corresponding connection plugs 227,
231, 241, 251 of cable system 220. Thus, each connection plug 321,
323, 325, 327 of the extension cable device includes a male
component with associated metal pins and/or other metal contacting
structure that is configured for insertion into a corresponding
female component of a respective controller port to establish an
electrical contact between the wiring set associated with the
connection plug and corresponding wiring of the video game
processor to which the connection plug is connected.
The sets of wiring that are directed to each connection plug 321,
323, 325, 327 of the extension cable device are further the same or
substantially similar as the wiring sets of a corresponding
connection plugs of cable system 220. Thus, the mapping of wiring
sets through cable system 220 to the various connection plugs is
maintained by extension cable device 350 to facilitate an extension
of the various wiring sets a suitable distance for providing
communication between interface device 100a, 100b and video game
processor 200. In addition, it is noted that extension cable device
350 can also be utilized with any video game processor and
corresponding game controller that include connecting components
corresponding with any of the connection plug sets provided on the
extension cable device. This enables the extension cable device to
serve as a universal extension cable for a variety of different
connection plug/port designs that exist for different video game
processors and game controllers.
Control circuitry 50 of interface device 100a, 100b is configured
for effective communication and operability as a game controller
with each of the video game processors associated with the wiring
sets and cable connectors of the cable system. In particular, when
cable system 220 (optionally including extension cable device 350)
is connected with a video game processor in the manner described
above, processor 62 identifies the specific video game processor
with which the interface device is connected upon receiving one or
more initial electrical signals (e.g., one or more "wake-up"
signals) from the video game processor. When the specific video
game processor is identified, processor 62 processes and arranges
signals into suitable data packets for transmission to and
recognition by the video game processor during a gaming application
as described above.
Operation of interface device 100a, 100b configured to include and
execute gaming applications is described with reference to FIGS.
1-2 and 7A. Initially, a user couples the interface device to
monitor 300 via cable 270 as described above. Interface device 100a
may be placed on an appropriate surface (e.g., floor, chair, etc.),
where the user is typically seated on base 102 with joystick 106
disposed between the user legs. Interface device 100b is similarly
placed on an appropriate surface (e.g., floor, etc.) with the user
standing on base 120. Since the user is sitting or standing on the
interface device, the forces applied to joystick 106 form a closed
loop and the base remains stable. In other words, the user body or
weight provides sufficient resistive or stabilizing forces for the
joystick to enable manipulation by the user. This is profoundly
different from a conventional joystick that is typically unstable
and quite easy to upset.
A game is selected (e.g., via joystick 121 and/or buttons 116, 124)
and executed, where the user manipulates joystick 106 to interact
with the game displayed on monitor 300. The user may further
manipulate other input mechanisms (e.g., input devices 116, 124,
etc.) for additional actions. The signals from the various sensors
and input mechanisms (e.g., buttons 116, 124, etc.) are transmitted
to processor 52 to update the executing gaming application and
scenario as described above. Thus, the forces applied by the user
to joystick 106 to interact with the game scenario require physical
exertion and result in a corresponding coordinate movement or
action in the game scenario displayed on monitor 300.
Operation of interface device 100a, 100b configured to serve as a
game controller for game processor 200 is described with reference
to FIGS. 1-2 and 7B. Initially, a user couples the interface device
to video game processor 200 utilizing the appropriate connection
plug or plugs of cable system 220 and/or extension cable device 350
(e.g., the particular connection plug or plugs compatible with the
game processor). In accordance with the video gaming system
utilized and/or the particular gaming application that is to be
executed, the user may selectively assign game functions to
joysticks 106, 121 and input devices 116, 123, 124 as described
above. Further, during an initial set-up sequence (e.g., when the
video game processor is powered on), processor 62 (FIG. 7B)
receives one or more initial signals from video game processor 200.
Processor 62 identifies the specific video game processor based on
those initial signals and arranges data in suitable data packets
for recognition by the identified game processor.
Interface device 100a may be placed on an appropriate surface
(e.g., floor, chair, etc.), where the user is typically seated on
base 102 with joystick 106 disposed between the user legs.
Interface 100b is similarly placed on an appropriate surface (e.g.,
floor, etc.) with the user standing on base 120. Since the user is
sitting or standing on the interface device, the forces applied to
joystick 106 form a closed loop and the base remains stable. In
other words, the user body or weight provides sufficient resistive
or stabilizing forces for the joystick to enable manipulation by
the user as described above.
A game is selected and executed (e.g., via joysticks 106, 121
and/or input devices 116, 123, 124, etc.), where the user
manipulates joystick 106 to interact with the game. The user may
further manipulate joystick 121 and other input mechanisms (e.g.,
input devices 116, 123, 124, etc.) for additional actions. The
signals from the various sensors and input mechanisms (e.g.,
joystick 121, buttons 116, 123, 124, etc.) are transmitted to
processor 62 to generate data packets for transference to video
game processor 200. The game processor processes the information or
data packets in substantially the same manner as that for
information received from a conventional peripheral (e.g., game
controller, etc.) to update and/or respond to an executing gaming
application. Thus, the force applied by the user to joystick 106 to
interact with the game scenario requires physical exertion and
results in a corresponding coordinate movement or action in the
scenario displayed on monitor 300 in accordance with the function
assigned to that joystick by the user. In other words, user
physical exertion is required to manipulate joystick 106 and
indicate desired user actions or movements to the game processor to
update movement or actions of characters or objects within the game
in accordance with the function assigned to that joystick. For
example, when the user assigns joystick 106 accelerator and
steering functions, application of a forward force to joystick 106
may serve as the accelerator, while lateral force applied to
joystick 106 may serve as the steering function.
As noted above, a single processor 62 is implemented in control
circuitry 50 of user interface device 100a, 100b configured to
serve as a game controller, where processor 62 is capable of
communicating with a number of different video game processors in
the manner described above. However, the present invention is not
limited to the use of a single processor. Rather, the user
interface device may include multiple processors (e.g., two or
more), where each processor is configured to enable communication
of signals between the user interface device and at least one
corresponding video game processor as disclosed in the
aforementioned patent applications. In addition, the electrical
connection and/or communication between the one or more processors
of the user interface device are not limited to the cable system
and extension cable device described above. Rather, any suitable
wired and/or wireless communication links can be provided that
facilitate communication between one or more processors of the user
interface device of the present invention and two or more different
video game processors as disclosed in the aforementioned patent
applications.
User interface device 100a, 100b configured to include and execute
gaming applications may provide basic networking between plural
interface devices. By way of example and referring to FIG. 8, a
local area network (LAN) may be formed by coupling plural user
interface devices 100a, 100b together using a simple interface
(e.g., serial or USB, etc.) via communication ports 54 (FIG. 7A).
This enables plural users to compete against each other in a game
scenario. The connection may be accomplished via a cable or a
wireless connection (e.g., Bluetooth, etc.). The network may
include any quantity of user interface devices 100a, 100b arranged
in a ring type configuration, where each user interface device
100a, 100b is coupled to a corresponding monitor 300 and to an
adjacent user interface device. In this case, processor 52 of the
user interface devices receive information from, and transmit
information to, the other user interface devices in a daisy chain
fashion via communication ports 54. The transmitted and received
information preferably indicates desired actions of the users
(e.g., manipulation of joystick 106 and/or other input mechanisms,
etc.). The processor of each user interface device processes the
information received from the other interface devices to update the
game scenario in accordance with the user actions for display on a
corresponding monitor 300.
Alternatively, the network may be configured in a star type
configuration as illustrated, by way of example, in FIG. 9. In
particular, a plurality of user interface devices 100a, 100b are
arranged with one or more user interface devices 100a, 100b
connected to a common or centralized user interface device 100c via
communication ports 54 (FIG. 7A). The network configuration may
include any quantity of user interface devices 100a, 100b, while
the connections may be accomplished via a cable or a wireless
connection (e.g., Bluetooth, etc.). Interface device 100c is
substantially similar to user interface devices 100a, 100b and
includes a sufficient quantity of communication ports 54 to
accommodate communications with the other interface devices. The
common user interface device is coupled to monitor 300 to display
the game scenario. Processor 52 of user interface devices 100a,
100b provides information indicating desired actions of a user
(e.g., manipulation of joystick 106 and/or other input mechanisms,
etc.) to corresponding communication ports 54 of that user
interface device for transmission to central user interface device
100c. The processor of the common user interface device is coupled
to communication ports 54 and receives information from the other
user interface devices, preferably indicating desired actions from
other users (e.g., manipulation of joystick 106 and/or other input
devices, etc.). Processor 52 of the common user interface device
processes the received information to update the game scenario in
accordance with the user actions for display on monitor 300. In
other words, processor 52 of the common interface device detects
the additional interface devices and configures the game
application to display the appropriate quantity of users on monitor
300.
It will be appreciated that the embodiments described above and
illustrated in the drawings represent only a few of the many ways
of implementing a method and apparatus for operatively controlling
a virtual reality scenario with a physically demanding
interface.
Interface device 100a and the corresponding components (e.g., rod,
base, joystick, etc.) may be of any size or shape, may be arranged
in any fashion and may be constructed of any suitable materials.
The base may be of any size or shape, and include any quantity of
recessed or other portions of any size or shape defined in the base
at any suitable locations to support a user. The base may be
constructed of any suitable materials and may support any desired
user body portions (e.g., legs, arms, torso, etc.), where the user
may utilize the device in any suitable position (e.g., sitting
down, standing, lying down, etc.). The base may include any
quantity of any types of input devices (e.g., buttons, joysticks,
etc.) disposed at any locations for any desired functions (e.g.,
game functions, selection, resistance controls, switch controls,
etc.), where the input devices may be actuated by any suitable user
body portions (e.g., hands, arms, legs, feet, etc.). The dial may
be of any quantity, size or shape, may be disposed at any location
and may be manipulated in any fashion to indicate a desired
resistance setting. The base may further include any quantity of
ports (e.g., audio, visual, communication, etc.) disposed at any
suitable locations. The interface device may be coupled directly to
a monitor via any conventional or other cable or connectors (e.g.,
RF, RCA type, etc.).
Interface device 100b and the corresponding components (e.g., rod,
base, joystick, etc.) may be of any size or shape, may be arranged
in any fashion and may be constructed of any suitable materials.
The base may be of any size or shape, may be constructed of any
suitable materials and may support any desired user body portions
(e.g., legs, arms, torso, etc.), where the user may utilize the
device in any suitable position (e.g., sitting down, standing,
lying down, etc.). The base may include any quantity of any types
of input devices (e.g., buttons, joysticks, etc.) disposed at any
locations for any desired functions (e.g., game functions,
selection, resistance controls, switch controls, etc.), where the
input devices may be actuated by any suitable user body portions
(e.g., hands, arms, legs, feet, etc.). The dial may be of any
quantity, size or shape, may be disposed at any location and may be
manipulated in any fashion to indicate a desired resistance
setting. The base may further include any quantity of ports (e.g.,
audio, visual, communication, etc.) disposed at any suitable
locations. The interface device may be coupled directly to a
monitor via any conventional or other cable or connectors (e.g.,
RF, RCA type, etc.).
Interface device 100a, 100b may be utilized on any suitable surface
(e.g., floor, couch, bed, etc.) and may be adjustable in any
fashion (e.g., any dimension, joystick height, etc.) via any types
of arrangements of components (e.g., telescoping arrangement,
overlapping arrangement, extender components, etc.) to accommodate
user physical characteristics.
Joystick 106 of interface device 100a, 100b may be of any size or
shape, may be constructed of any suitable materials and may be
disposed at any locations on the interface device. The rod may be
of any size or shape, may be constructed of any suitable materials
and may be disposed at any locations on the interface device. The
knob may be of any size or shape, may be constructed of any
suitable materials and may be disposed at any locations on the rod.
The rod and/or knob may include any quantity of any types of input
devices (e.g., buttons, joysticks, etc.) disposed at any locations
for any desired functions (e.g., game functions, selection,
resistance controls, switch controls, etc.), where the input
devices may be actuated by any suitable user body portions (e.g.,
hands, arms, legs, feet, etc.). The joystick is preferably
constructed of any lightweight or other materials (e.g., plastic,
rubber, foam, padded material, etc.) to prevent injury to a user
(e.g., producing forces of approximately 20 to 120 foot pounds,
etc.).
The joystick of the interface device may have any suitable
geometric configurations, and two or more joysticks may be combined
in any suitable manner to yield a device that conforms to a desired
design for a user for a particular application. The joystick may be
positioned at any desired orientation or angle (e.g., the joystick
may be adjustable to any desired angle by a user, etc.). The user
may manipulate any portion of the joystick to interact with a game
or other application (e.g., rod, knob, sleeve, etc.). The joystick
of the interface device may be permanently or removably attached to
the base at any desired location via any conventional or other
suitable arrangements (e.g., integral unit, ball and socket,
universal or other joint, sleeve arrangement, axle, spindle, etc.).
The ball and socket may be of any quantity, size or shape and may
couple the joystick to the base at any desired location. The
universal joint may be implemented by any quantity of any
conventional or other coupling mechanism (e.g., joints, gimbals,
etc.), may couple the joystick to the base at any desired location
and may enable joystick manipulation in any desired directions
(e.g., any degrees of freedom, rotation, etc.). The universal joint
and corresponding components (e.g., rod and base pivot members,
legs, platforms, cross member, etc.) may be of any quantity, shape
or size, may be constructed of any suitable materials and may be
arranged in any fashion. The sleeve arrangement may include any
quantity of sleeves of any shape or size, arranged in any fashion
(e.g., nested portions, etc.) and constructed of any suitable
materials. Any quantity of sleeves may be nested. The stub may be
of any quantity, shape or size, may be disposed at any suitable
location on the base and may be constructed of any suitable
materials.
The joystick of the integral unit and stub of the sleeve
arrangement are constructed of any suitable materials subject to a
measurable deflection within an elastic limit of the corresponding
materials when subjected to one or more straining or other forces
applied by the user. Any suitable number of any types of sensors
(e.g., strain gauges, etc.) may be applied to the joystick of the
integral unit and stub to facilitate the measurement of any one or
more types of strain or other forces applied by the user (e.g.,
bending forces, twisting forces, compression forces and/or tension
forces) to the joystick.
The sensors (e.g., camera/photodetector, potentiometers, strain
gauges, switches, damper sensors, base sensors, etc.) may be
constructed of any suitable materials, may be disposed at any
locations on the joystick and/or base and may be implemented by any
conventional or other sensing devices (e.g., strain gauges,
accelerometers, potentiometers, camera, CCD device, photodetector,
etc.). Further, the sensors may include any electrical, mechanical
or chemical properties that vary in a measurable manner in response
to applied force to measure force applied to an object. The sensors
may include any desired arrangement.
The camera or photodetector may be implemented by any quantity of
any conventional or other image capturing device or light or other
energy media sensing device (e.g., camera, CCD device,
photodetector, etc.), and may be disposed at any suitable locations
within or on the interface device (e.g., base, rod, knob, stub,
etc.). The color patterns may be of any quantity, may include any
suitable colors or arrangements that may be identified within a
captured image, and may be disposed at any suitable locations
within or on the interface device (e.g., base, rod, knob, stub,
etc.). The active illuminating devices may be implemented by any
quantity of any conventional or other light or other energy media
emitting devices (e.g., LEDs, light bulbs, etc.) that provide
identifiable arrangements within a captured image, and may be
disposed at any suitable locations within or on the interface
device (e.g., base, rod, stub, etc.). Any type of reference image
may be utilized to determine joystick manipulation. For example,
the reference image may include an image of the joystick in a
reference position. Alternatively, any quantity of successive
captured images may be utilized and compared to determine the
joystick motion.
The potentiometers may be of any quantity, may be disposed at any
suitable locations on the interface device (e.g., any suitable
locations on the rod, stub, ball and/or socket, base, universal
joint, universal joint legs, universal joint platforms, etc.), and
may be implemented by any conventional or other devices with any
variable property (e.g., electrical, chemical, mechanical,
resistance, capacitance, magnetic, etc.). The cables coupled to the
potentiometers may be of any quantity, shape or size, and may be
disposed at any suitable locations on or within the rod and/or knob
in any desired arrangement.
The switches may be implemented by any quantity of any conventional
or other switching devices (e.g., switches, contacts, relays, etc.)
and may be disposed at any suitable locations on the interface
device (e.g., any locations on the base, rod, stub, etc.). The
contacts may be implemented by any quantity of any conventional or
other contacts or members to actuate the switches and may be
disposed at any locations on the interface device (e.g., any
locations on the base, rod, stud, etc.). The switches may be
actuated without use of the contacts and may be arranged in any
desired fashion to indicate joystick motion. For example, the
switches may be implemented by limit switches that are disposed at
corresponding locations on the base to measure the North (N), South
(S), East (E) and West (W) motion of the joystick. Additional
switches may be utilized at corresponding locations to measure
Northwest (NW), Northeast (NE), Southwest (SW) and Southeast (SE)
motion of the joystick, thereby enabling measurement in eight
possible directions.
The damper mechanisms may be implemented by any quantity of
conventional or other damping devices or mechanisms (e.g., dampers,
elastic members, shock absorbers, etc.) and may be disposed on the
interface device at any location (e.g., any location on the base,
rod, stub, etc.) and arranged in any fashion. The damper mechanism
may include any suitable resistance mechanism (e.g., spring,
elastic device, fluid, etc.) to provide resistance for the piston.
The damper mechanisms and corresponding components (e.g., cylinder,
piston, piston head, piston rod, etc.) may be of any quantity,
shape or size, may be constructed of any suitable materials, may be
coupled to any interface device components (e.g., joystick, rod,
base, etc.) and may be arranged in any fashion. The sensing device
of the damper mechanisms may be implemented by any quantity of any
conventional or other sensors (e.g., encoders, potentiometers,
etc.), may be disposed at any locations and may be coupled to any
damper mechanism components to measure joystick motion.
The sensors mounted within the base to measure base forces may be
implemented by any quantity of any conventional or other sensing
devices (e.g., limit switches, load cells, etc.) and may be
disposed at any suitable location on or within the base to measure
any suitable forces indicating joystick motion (e.g., the amount of
tilting forces applied to the base, etc.).
The interface device may include any quantity of any types of input
devices (e.g., buttons, slides, joysticks, track type balls, etc.)
disposed at any locations and arranged in any fashion. The input
devices may be of any shape or size and be actuated by any suitable
user body portions (e.g., hands, arms, legs, feet, etc.). The
interface device may include any quantity of any types of signal
source devices to generate signals in accordance with input device
manipulation (e.g., variable resistors or potentiometers, switches,
contacts, relays, sensors, strain gauges, etc.). The signal sources
may correspond with any quantity of axes for an input device. The
input devices may be assigned to any suitable game functions.
The joystick and/or other input mechanisms may be assigned the
gaming functions of any desired input devices. The switching device
may be implemented by any quantity of any conventional or other
devices capable of switching signals (e.g., switches, multiplexers,
cross-bar switch, analog switches, digital switches, routers,
logic, gate arrays, logic arrays, processor, etc.). The switch
controls may include a control processor to control the switching
device in accordance with the controls to achieve the desired
function assignment. The switch controls may be implemented by any
conventional or other control or input devices (e.g., processor,
slides, switches, buttons, etc.) to provide control signals to the
switching device, control processor or interface device processor.
The switching device or switch controls may alternatively provide a
user interface to enable the user to enter information to configure
the interface device in the desired manner. The interface may be in
the form of screens on a display or lights or other indicators.
Further, the interface may be shown on the gaming system display
and implemented by the game processor of the gaming system. The
control processor may be implemented by any conventional or other
processor or circuitry (e.g., microprocessor, controller, etc.).
The switching device may direct signals from any quantity of inputs
to any quantity of outputs in accordance with user-specified or
other controls and may map any input devices and/or mechanisms to
any suitable game functions. The switching device may be disposed
internal or external of the interface device.
The game processor may be implemented by any quantity of any
personal or other type of computer or processing system (e.g.,
IBM-compatible, Apple, Macintosh, laptop, palm pilot,
microprocessor, gaming consoles such as the XBOX system from
Microsoft Corporation, the PLAY STATION 2 system from Sony
Corporation, the GAMECUBE system from Nintendo of America, Inc.,
etc.). The game processor may be a dedicated processor or a general
purpose computer system (e.g., personal computer, etc.) with any
commercially available operating system (e.g., Windows, OS/2, Unix,
Linux, etc.) and/or commercially available and/or custom software
(e.g., communications software, application software, etc.) and any
types of input devices (e.g., keyboard, mouse, microphone, etc.).
The game processor may execute software from a recorded medium
(e.g., hard disk, memory device, CD, DVD or other disks, etc.) or
from a network or other connection (e.g., from the Internet or
other network).
The interface device may arrange data representing force
measurements by sensors and other information into any suitable
data packet format that is recognizable by the game processor or
host computer system receiving data packets from the interface
device. The data packets may be of any desired length, include any
desired information and be arranged in any desired format. Any
suitable number of any type of conventional or other displays may
be connected to the interface device or game processor to provide
any type of information relating to a particular session. A display
may be located at any suitable location on or remote from the
interface device.
The processors (e.g., control, game, switching device, processor
52, 62, etc.) may be implemented by any quantity of any type of
microprocessor, processing system or other circuitry, while the
control circuitry may be disposed at any suitable locations on
and/or within the interface device, or alternatively, remote from
the interface device. Processor 52 may include and execute any
desired gaming or other virtual reality applications. The A/V
module may be implemented by any quantity of any conventional or
other processing system or circuitry (e.g., video processor,
digital signal processor (DSP), etc.) providing audio and/or video
signals. The interface device may be configured to include the
functions of processor 52, 62, where a user can selectively couple
the interface device to either a monitor or a game processor via
the appropriate cable (e.g., cable 220 or 270) or other connection.
In this case, the interface device may include input devices to
enable a user to indicate the manner of use.
The control circuitry may be connected to one or more game
processors or host computer systems via any suitable peripheral,
communications media or other port of those systems. The interface
device processor may further arrange digital data (e.g., force or
other measurements by sensors, information, etc.) into any suitable
data packet format that is recognizable by the game processor or
host computer system receiving data packets from the interface
device. The data packets may be of any desired length, include any
desired information and be arranged in any desired format.
The interface device processor may sample the information at any
desired sampling rate (e.g., seconds, milliseconds, microseconds,
etc.), or receive measurement values or other information in
response to interrupts. The analog values may be converted to a
digital value having any desired quantity of bits or resolution.
The processors (e.g., control, processor 52, 62, etc.) may process
raw digital values in any desired fashion to produce information
for transference to the display, game processor or host computer
system. This information is typically dependent upon a particular
application. The correlation between the measured force or joystick
motion and provided value for that force or motion may be
determined in any desired fashion.
Any suitable number of any types of conventional or other circuitry
may be utilized to implement the control circuitry, amplifier,
switching device and processors (e.g., control, processor 52, 62,
etc.). The amplifier may produce an amplified value in any desired
voltage range, while the A/D conversion may produce a digitized
value having any desired resolution or quantity of bits (e.g.,
signed or unsigned). The control circuitry may include any quantity
of the above or other components arranged in any fashion. The
resistance change of the sensors may be determined in any manner
via any suitable conventional or other circuitry. The amplifiers
and processor 52, 62 may be separate within a circuit or integrated
as a single unit. Any suitable number of any type of conventional
or other displays may be connected to the interface device, where
processors 52, 62 may provide any type of information relating to a
particular computer interactive session (e.g., force and work,
calories burned, etc.). A display may be located at any suitable
location on or remote from the interface device.
The control circuitry may be connected to one or more game
processors of video gaming or host computer systems via any
suitable peripheral, communications media or other port of those
systems. Any suitable number and types of wired and/or wireless
devices may be provided to facilitate communications between the
interface device and video game processors. For example, any
suitable number of cables can be provided and configured for
connection with each other, with each cable including one or more
suitable wiring sets with one or more wires, to facilitate
connection with two or more video game processors. The cable
junctions of the cable system and extension cable device may
transfer signals between the wires within the cable and wiring sets
in any fashion (e.g., direct connection of wires, connection to a
terminal, etc.). The wiring of the cable may be connected to any
quantity of wiring sets, where the cable wiring may utilize one or
more wires to transfer gaming signals common to any quantity of
wiring set wires to reduce the quantity of wires employed in the
cable. Alternatively, the cable may include a dedicated wire for
each wiring set wire. Any suitable number and types of housings or
other structures may be connected with one or more cables to
facilitate transfer of signals between wiring extending within a
cable and wiring sets for transfer into separate cables. Any
suitable number and types of connectors (e.g., male and/or female
connection plugs) may be provided to facilitate connection and a
communication link between an interface device and one or more
different video game processors. The cable system and extension
cable device may include cables of any suitable lengths. The
wake-up signal may include any signal or desired information to
identify a game processor (e.g., voltage or current level, game
processor identifier, etc.).
Any suitable number and types of wireless communication links
(e.g., transmitters, receivers and/or transceivers) that send
and/or receive any suitable types of signals (e.g., RF and/or IR)
can be provided for connection between an interface device and/or
one or more video game processors. One or more interface device
processors may be connected with one or more wireless communication
links to facilitate communications between an interface device and
one or more video game processors. In addition, one or more
processors may be provided within a communication device (e.g., a
transceiver), connection plugs and/or other connecting structure
that connects with one or more video game processors, where these
processors are configured to identify video game processors to
which they are connected and provide appropriate data
transmissions.
Further, a universal adaptor may be provided that is generic and
configured to connect with any selected types of video game
processors, where the universal adaptor includes one or more
suitable processors to identify a specific video game processor and
to effectively convert data transmissions for recognition by each
of the interface device and the specific video game processor that
is connected to the interface device via the universal adaptor. The
universal adaptor may include one or more cables to sheath one or
more sets of wiring and/or one or more suitable wireless
communication devices (e.g., transmitters, receivers and/or
transceivers, etc.) to facilitate wireless communications.
The resistance level for the joystick may be controlled by
adjusting amplifier or other parameters. Alternatively, the
resistance level may be controlled based on thresholds entered by a
user. For example, the interface device processor may be configured
to require a threshold resistance level be achieved, which is
proportionate to the amount of straining force applied by the user
to the joystick. Threshold values for the change in resistance may
be input to the processor by the user via an appropriate input
device (e.g., a keypad). In addition, the interface device
processor may apply weights to the measurements to alter the user
resistance level. The weights may include any desired values and be
determined in any fashion based on entered information from the
user.
Any quantity of interface devices may be networked in any fashion
(e.g., local, remote, any network topology, etc.) to transfer
information to enable plural users to engage in a game or other
virtual reality activity. The networked interface devices may
transfer information in a daisy chain fashion (e.g., a ring
topology) or utilize a central interface device to process
information for display (e.g., a star topology). The networked
interface devices may be local (e.g., communications via a local
network, wired or wireless connections, etc.) or remote from each
other (e.g., communications via a WAN or the Internet). The
interface devices may include any quantity of communication ports
and may communicate via any suitable interface or protocol (e.g.,
serial or USB, Bluetooth, etc.).
It is to be understood that the software of the processors (e.g.,
control, processor 52, 62, game, switching device, etc.) may be
implemented in any desired computer language, and could be
developed by one of ordinary skill in the computer and/or
programming arts based on the functional description contained
herein. Further, any references herein of software performing
various functions generally refer to computer systems or processors
performing those functions under software control. The processors
(e.g., control, processor 52, 62, game, switching device, etc.) may
alternatively be implemented by hardware or other processing
circuitry, or may be implemented on the game processor or host
system as software and/or hardware modules receiving the sensor
and/or input device information or signals. The various functions
of the processors (e.g., control, game, switching device, processor
52, 62, etc.) may be distributed in any manner among any quantity
(e.g., one or more) of hardware and/or software modules or units,
processors, computer or processing systems or circuitry, where the
processors, computer or processing systems or circuitry may be
disposed locally or remotely of each other and communicate via any
suitable communications medium (e.g., LAN, WAN, Intranet, Internet,
hardwire, modem connection, wireless, etc.). The software and/or
algorithms described above may be modified in any manner that
accomplishes the functions described herein.
The terms "upward", "downward", "top", "bottom", "side", "front",
"rear", "upper", "lower", "vertical", "horizontal", "height",
"width", "length", "forward, "backward", "left", "right" and the
like are used herein merely to describe points of reference and do
not limit the present invention to any specific orientation or
configuration.
The present invention interface device is not limited to the gaming
applications described above, but may be utilized as a peripheral
for any processing system, software or application.
From the foregoing description, it will be appreciated that the
invention makes available a novel a method and apparatus for
operatively controlling a virtual reality scenario with a
physically demanding interface, wherein a user interface device
requires a user to perform a physically demanding activity or
provide physical exertion to interact with a game scenario or
computer simulations.
Having described preferred embodiments of a new and improved method
and apparatus for operatively controlling a virtual reality
scenario with a physically demanding interface, it is believed that
other modifications, variations and changes will be suggested to
those skilled in the art in view of the teachings set forth herein.
It is therefore to be understood that all such variations,
modifications and changes are believed to fall within the scope of
the present invention as defined by the appended claims.
* * * * *
References